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70 Commits
Author SHA1 Message Date
Mamadou Babaei 4324cb0408 bump the plugin version to v2.4.0 2025-02-14 12:21:02 +01:00
Mamadou Babaei 054b4e0499 update the list of supported hmds in the planned features completion status 2025-02-14 12:07:21 +01:00
Mamadou Babaei f1b88ce752 remove meta xr plugin compatibility from the planned features completion status 2025-02-14 12:07:21 +01:00
Mamadou Babaei 397391a8d3 fix documentation errors and confusions 2025-02-14 12:07:21 +01:00
Mamadou Babaei 80921188ad list the vrexpansion plugin demo in the extra resources section 2025-02-14 12:07:21 +01:00
Mamadou Babaei 7f38355efa Revert "experiment with a hacky approach to make metaxr work"
This reverts commit f3bc6502e4.
2025-02-14 12:07:21 +01:00
Mamadou Babaei adbc7ef437 Revert "add SetupMetaXRAvailability during the build time to define WITH_METAXR"
This reverts commit e2c50e9c77.
2025-02-14 12:07:21 +01:00
Mamadou Babaei c9838bd7e2 remove metaxr compatibility from the documentation along with its assets and replace it with a caution incompatibility note 2025-02-14 12:07:21 +01:00
Mamadou Babaei 736f5adaee remove metaxr compatibility notes from the changelog for this release 2025-02-14 12:07:21 +01:00
Mamadou Babaei 26e063f852 minor changelog fixes 2025-02-14 12:07:21 +01:00
Mamadou Babaei bd667dca73 minor documentation fixes 2025-02-14 12:07:21 +01:00
Mamadou Babaei 84f50fe929 add notes in regards to pcvr and standlone modes support for vive and meta hmds 2025-02-14 12:07:21 +01:00
Mamadou Babaei f727212096 fix the platform support matrix formatting 2025-02-14 12:07:21 +01:00
Mamadou Babaei f45d234b59 add a deprecation note for ue 5.2 2025-02-14 12:07:21 +01:00
Mamadou Babaei 2617438c36 mark ue 5.5 meta quest standalone mode as supported 2025-02-14 12:07:18 +01:00
Mamadou Babaei 275041536c mark ue 5.5 meta quest standalone mode as supported 2025-02-14 12:04:24 +01:00
Mamadou Babaei f159542318 add a few third-party tutorials 2025-02-14 12:03:15 +01:00
Mamadou Babaei 69498f44d9 minor url fix 2025-02-14 12:03:15 +01:00
Mamadou Babaei c1fa8feda8 experiment with a hacky approach to make metaxr work 2025-02-14 12:03:15 +01:00
Mamadou Babaei 3d49e96635 add SetupMetaXRAvailability during the build time to define WITH_METAXR 2025-02-14 12:03:14 +01:00
Mamadou Babaei c3ada5ffd9 fix the changelog's grammatical issues and typos 2025-02-14 12:03:14 +01:00
Mamadou Babaei bc2017ef31 add missing headers to solve runuat build issues 2025-02-14 12:03:14 +01:00
Mamadou Babaei e7876c1075 add htc vive optimal rendering settings 2025-02-14 12:03:14 +01:00
Mamadou Babaei da2f12b2ce add htc vive specific optimization tips for running in standalone mode 2025-02-14 12:03:14 +01:00
Mamadou Babaei 2fc8941888 update viveopenxr XR_EXT_hand_tracking and wrist-tracking documentation with more accurate details 2025-02-14 12:03:14 +01:00
Mamadou Babaei db688b6c64 add initial ultimate tracker and OpenXRXrTracker support which is not fully functional 2025-02-14 12:03:14 +01:00
Mamadou Babaei cd0321cc36 bring the wrist-tracking hardware setup and XR_EXT_hand_tracking documentation on par with the recent changes 2025-02-14 12:03:14 +01:00
Mamadou Babaei ffb8b194be clear up debug logs 2025-02-14 12:03:14 +01:00
Mamadou Babaei a828e5249d add support for htc vive wrist trackers on android 2025-02-14 12:03:14 +01:00
Mamadou Babaei 763f7d8969 fix a comment formatting 2025-02-14 12:03:14 +01:00
Mamadou Babaei a185009927 fix a typo 2025-02-14 12:03:14 +01:00
Mamadou Babaei 64ae994db5 add support for htc vive focus vision hmd auto-detection and various htc hmds auto-detection support on android 2025-02-14 12:03:14 +01:00
Mamadou Babaei 88b53886be optimize FSGArrayUtils by pre-allocating memory instead of growing by every emplace_back or add 2025-02-14 12:03:11 +01:00
Mamadou Babaei 011387de52 fix a comment 2025-02-14 12:02:28 +01:00
Mamadou Babaei 6f1b5231c9 use fixed-width integers 2025-02-14 12:02:28 +01:00
Mamadou Babaei 0caca84fd7 clarify how to setup the VIVE Wrist Trackers in various configurations 2025-02-14 12:02:28 +01:00
Mamadou Babaei af198a51b8 add ue 5.2 deprectation notes to the changelog 2025-02-14 12:02:28 +01:00
Mamadou Babaei 084e075cc0 minor comment fixes 2025-02-14 12:02:28 +01:00
Mamadou Babaei dd7434a900 remove redundant sgxrtracker code 2025-02-14 12:02:28 +01:00
Mamadou Babaei 64f9d1597c use engine api to set the tracking motion source 2025-02-14 12:02:28 +01:00
Mamadou Babaei c58473a7e7 fix the non-editor build issues caused by the recent motion sources refactor 2025-02-14 12:02:28 +01:00
Mamadou Babaei 67810c0e7f refactor the way we populate and utilize motion sources for viveopenxr compatibility 2025-02-14 12:02:28 +01:00
Mamadou Babaei d8c308e1ef remove redundant dependency module 2025-02-14 12:02:28 +01:00
Mamadou Babaei b0cf3eb6b5 add the FSGPluginUtils utility class for other plugins or modules availability detection such as Meta XR and ViveOpenXR 2025-02-14 12:02:28 +01:00
Mamadou Babaei bfaa5c39da mention meta xr and viveopenxr plugins compatibility in the planned features completion status 2025-02-14 12:01:34 +01:00
Mamadou Babaei b4b3db2bd8 revamp the Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets and Deploying to Android (Standalone) documentation and the Meta XR-compatibile and ViveOpenXR-compatibile instructions 2025-02-14 12:01:32 +01:00
Mamadou Babaei 3d5b406765 add FSGConnectJNI::Initialize() and FSGCoreJNI::Initialize() return codes to Android logs for detailed debugging purposes through adb logcat 2025-02-14 12:00:58 +01:00
Mamadou Babaei 480028c2e1 add a missing url 2025-02-14 12:00:58 +01:00
Mamadou Babaei a233a0e8d7 apply some minor changelog fixes 2025-02-14 12:00:58 +01:00
Mamadou Babaei 6c5149dc48 update the changelog with the unreleased changes 2025-02-14 12:00:58 +01:00
Mamadou Babaei f6155ec882 use ue 5.5 header github links in the fxrmotioncontrollerdata page since its removal is likey in ue 5.6 2025-02-14 12:00:58 +01:00
Mamadou Babaei 596f790c5f fixed a few broken URLs caused by bad markdown formatting 2025-02-14 12:00:58 +01:00
Mamadou Babaei d19687bdd6 update the changelog with the unreleased changes 2025-02-14 12:00:58 +01:00
Mamadou Babaei 935e436ecb bump the SenseGlove Unreal Engine Marketplace Packager v0.5.0-7df1183 2025-02-14 12:00:57 +01:00
Mamadou Babaei 6c4c51d85f make the handbook scp operations safer by utilizing quotes 2025-02-14 12:00:57 +01:00
Mamadou Babaei 4efb53c3d8 reintroduce Michael-F-Bryan/mdbook-epub backend for the handbook as its issue #115 have been solved 2025-02-14 12:00:57 +01:00
Mamadou Babaei 763c905c51 make the handbook makefile safer by wrapping files/folder navigations/operations in quotes 2025-02-14 12:00:57 +01:00
Mamadou Babaei 1df921eb75 remove a redundant copy from the handbook makefile 2025-02-14 12:00:57 +01:00
Mamadou Babaei 73ad2ae278 remove redundant steps from the handbook makefile 2025-02-14 12:00:57 +01:00
Mamadou Babaei 80b46c643b remove unused variable SG_DOCUMENTATION_EPUB_DIR from the handbook makefile 2025-02-14 12:00:57 +01:00
Mamadou Babaei 4b7eb8d5dd migrate the documentation changelogs for the next unreleased version to its own section 2025-02-14 12:00:53 +01:00
Mamadou Babaei 0cc7871b71 bump the mdbook-alerts crate to v0.7.x 2025-02-14 11:59:32 +01:00
Mamadou Babaei d47dd364ae bump the SenseGlove libraries to v2.105.3-97ea18cb 2025-02-14 11:59:31 +01:00
Mamadou Babaei 7d257f273c update the changelog with unreleased changes 2025-02-14 11:59:31 +01:00
Mamadou Babaei fa0be3be2a bump the SenseGlove Unreal Engine Marketplace Packager v0.4.1-e39a4f4 2025-02-14 11:59:31 +01:00
Mamadou Babaei bf2a643923 fix the changelog formatting 2025-02-14 11:59:31 +01:00
Mamadou Babaei e0bd96f528 bump the copyright years 2025-02-14 11:59:30 +01:00
Mamadou Babaei 1a47714b6f clarify htc vive stand-alone support status in the platform support matrix 2025-02-14 11:59:26 +01:00
Mamadou Babaei 0b9ea54816 bump the plugin version to v2.3.2 2025-01-28 14:39:14 +01:00
Mamadou Babaei 685a4341c7 fix a critical issue where HandStates->GetTransform(KeyPoint) was incorrectly resolving to (&HandStates[0])->GetTransform(KeyPoint), causing both hands to use the left hand's wrist transform under specific conditions 2025-01-28 14:34:20 +01:00
924 changed files with 2775 additions and 1233 deletions
+1
View File
@@ -1,4 +1,5 @@
[FilterPlugin] [FilterPlugin]
/Config/FilterPlugin.ini /Config/FilterPlugin.ini
/Documentation/the-senseglove-unreal-engine-handbook.epub
/Documentation/the-senseglove-unreal-engine-handbook.pdf /Documentation/the-senseglove-unreal-engine-handbook.pdf
/Documentation/the-senseglove-unreal-engine-handbook.zip /Documentation/the-senseglove-unreal-engine-handbook.zip
+1 -1
View File
@@ -3,7 +3,7 @@
# #
# (The MIT License) # (The MIT License)
# #
# Copyright (c) 2020 - 2024 SenseGlove # Copyright (c) 2020 - 2025 SenseGlove
# #
# Permission is hereby granted, free of charge, to any person obtaining a copy # Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal # of this software and associated documentation files (the "Software"), to deal
+110 -94
View File
@@ -3,7 +3,7 @@
# #
# (The MIT License) # (The MIT License)
# #
# Copyright (c) 2020 - 2024 SenseGlove # Copyright (c) 2020 - 2025 SenseGlove
# #
# Permission is hereby granted, free of charge, to any person obtaining a copy # Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal # of this software and associated documentation files (the "Software"), to deal
@@ -51,17 +51,19 @@ SG_PLUGIN_FILE := $(SG_PLUGIN_DIR)/SenseGlove.uplugin
SG_DOCUMENTATION_URL := https://unreal.docs.senseglove.com SG_DOCUMENTATION_URL := https://unreal.docs.senseglove.com
SG_DOCUMENTATION_DIR := $(SG_PLUGIN_DIR)/Documentation SG_DOCUMENTATION_DIR := $(SG_PLUGIN_DIR)/Documentation
SG_DOCUMENTATION_EPUB_DIR := $(SG_DOCUMENTATION_DIR)/epub
SG_DOCUMENTATION_HTML_DIR_NAME := html SG_DOCUMENTATION_HTML_DIR_NAME := html
SG_DOCUMENTATION_HTML_DIR := $(SG_DOCUMENTATION_DIR)/$(SG_DOCUMENTATION_HTML_DIR_NAME) SG_DOCUMENTATION_HTML_DIR := $(SG_DOCUMENTATION_DIR)/$(SG_DOCUMENTATION_HTML_DIR_NAME)
SG_DOCUMENTATION_PDF_DIR := $(SG_DOCUMENTATION_DIR)/pdf-outline SG_DOCUMENTATION_PDF_DIR := $(SG_DOCUMENTATION_DIR)/pdf-outline
SG_DOCUMENTATION_PDF_FILE := $(SG_DOCUMENTATION_PDF_DIR)/output.pdf SG_DOCUMENTATION_PDF_FILE := $(SG_DOCUMENTATION_PDF_DIR)/output.pdf
SG_DOCUMENTATION_EPUB_DIR := $(SG_DOCUMENTATION_DIR)/epub
SG_DOCUMENTATION_EPUB_FILE := $(SG_DOCUMENTATION_EPUB_DIR)/$(SG_PROJECT_NAME).epub
SG_DOCUMENTATION_PACK_DIR_NAME := pack SG_DOCUMENTATION_PACK_DIR_NAME := pack
SG_DOCUMENTATION_PACK_DIR := $(SG_DOCUMENTATION_DIR)/$(SG_DOCUMENTATION_PACK_DIR_NAME) SG_DOCUMENTATION_PACK_DIR := $(SG_DOCUMENTATION_DIR)/$(SG_DOCUMENTATION_PACK_DIR_NAME)
SG_HANDBOOK_PACKED_HTML_DIR := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME) SG_HANDBOOK_PACKED_HTML_DIR := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME)
SG_HANDBOOK_PACKED_HTML_FILE := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME).zip SG_HANDBOOK_PACKED_HTML_FILE := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME).zip
SG_HANDBOOK_PACKED_PDF_FILE := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME).pdf SG_HANDBOOK_PACKED_PDF_FILE := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME).pdf
SG_HANDBOOK_PACKED_EPUB_FILE := $(SG_DOCUMENTATION_PACK_DIR)/$(SG_HANDBOOK_ESCAPED_NAME).epub
SG_BROWSER_BINARY_PATH_LINUX := /opt/brave.com/brave/brave SG_BROWSER_BINARY_PATH_LINUX := /opt/brave.com/brave/brave
SG_BROWSER_BINARY_PATH_WINDOWS := C:\Program Files\BraveSoftware\Brave-Browser\Application\brave.exe SG_BROWSER_BINARY_PATH_WINDOWS := C:\Program Files\BraveSoftware\Brave-Browser\Application\brave.exe
@@ -224,16 +226,13 @@ SG_MDBOOK_HTML_SITE_URL := $(SG_HANDBOOK_REVISION)
SG_HANDBOOK_REVISION_URL := $(SG_DOCUMENTATION_URL)/$(SG_HANDBOOK_REVISION) SG_HANDBOOK_REVISION_URL := $(SG_DOCUMENTATION_URL)/$(SG_HANDBOOK_REVISION)
SG_HANDBOOK_RELEASE_NAME := $(shell echo $(SG_PROJECT_NAME)-$(SG_HANDBOOK_REVISION) | tr '[:upper:]' '[:lower:]' | sed 's/ /-/g') SG_HANDBOOK_RELEASE_NAME := $(shell echo $(SG_PROJECT_NAME)-$(SG_HANDBOOK_REVISION) | tr '[:upper:]' '[:lower:]' | sed 's/ /-/g')
SG_HANDBOOK_PDF_URL := $(SG_HANDBOOK_REVISION_URL)/$(SG_HANDBOOK_RELEASE_NAME).pdf SG_HANDBOOK_PDF_URL := $(SG_HANDBOOK_REVISION_URL)/$(SG_HANDBOOK_RELEASE_NAME).pdf
SG_HANDBOOK_EPUB_URL := $(SG_HANDBOOK_REVISION_URL)/$(SG_HANDBOOK_RELEASE_NAME).epub
endif # ($(strip $(SG_HANDBOOK_REVISION)),mismatched) endif # ($(strip $(SG_HANDBOOK_REVISION)),mismatched)
################################################################################ ################################################################################
# mdbook-pdf Configuration # mdbook-pdf Configuration
################################################################################ ################################################################################
ifneq ($(strip $(SG_HANDBOOK_REVISION)),mismatched)
SG_MDBOOK_HTML_SITE_URL := /$(SG_HANDBOOK_REVISION)/
endif # ($(strip $(SG_HANDBOOK_REVISION)),mismatched)
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
SG_MDBOOK_PDF_BROWSER_BINARY_PATH := $(SG_BROWSER_BINARY_PATH_LINUX) SG_MDBOOK_PDF_BROWSER_BINARY_PATH := $(SG_BROWSER_BINARY_PATH_LINUX)
else ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_WINDOWS)) else ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_WINDOWS))
@@ -283,6 +282,7 @@ SG_HANDBOOK_DEPLOY_TEMP_DIR := $(shell mktemp -d -t $(SG_HANDBOOK_DEPLOY_TEMP_DI
$(info Temporary directory has been set up at '$(SG_HANDBOOK_DEPLOY_TEMP_DIR)') $(info Temporary directory has been set up at '$(SG_HANDBOOK_DEPLOY_TEMP_DIR)')
SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE := $(SG_HANDBOOK_DEPLOY_TEMP_DIR)/$(SG_HANDBOOK_RELEASE_NAME).pdf SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE := $(SG_HANDBOOK_DEPLOY_TEMP_DIR)/$(SG_HANDBOOK_RELEASE_NAME).pdf
SG_HANDBOOK_DEPLOY_GENERATED_EPUB_FILE := $(SG_HANDBOOK_DEPLOY_TEMP_DIR)/$(SG_HANDBOOK_RELEASE_NAME).epub
SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE := $(SG_HANDBOOK_DEPLOY_TEMP_DIR)/revisions.txt SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE := $(SG_HANDBOOK_DEPLOY_TEMP_DIR)/revisions.txt
@@ -332,6 +332,7 @@ info:
@echo " - Handbook Revision : $(SG_HANDBOOK_REVISION)" @echo " - Handbook Revision : $(SG_HANDBOOK_REVISION)"
@echo " - Handbook Revision URL : $(SG_HANDBOOK_REVISION_URL)" @echo " - Handbook Revision URL : $(SG_HANDBOOK_REVISION_URL)"
@echo " - Handbook PDF URL : $(SG_HANDBOOK_PDF_URL)" @echo " - Handbook PDF URL : $(SG_HANDBOOK_PDF_URL)"
@echo " - Handbook ePub URL : $(SG_HANDBOOK_EPUB_URL)"
@echo " - Git Branch : $(SG_GIT_BRANCH)" @echo " - Git Branch : $(SG_GIT_BRANCH)"
@echo " - Git Tag : $(SG_GIT_TAG)" @echo " - Git Tag : $(SG_GIT_TAG)"
@echo " - Git Commit : $(SG_GIT_COMMIT)" @echo " - Git Commit : $(SG_GIT_COMMIT)"
@@ -362,7 +363,7 @@ install-build-deps:
@echo "Installing build dependencies if they have not already been installed..." @echo "Installing build dependencies if they have not already been installed..."
@cargo install mdbook --vers "^0.4" --locked @cargo install mdbook --vers "^0.4" --locked
@cargo install xq --vers "^0.4" --locked @cargo install xq --vers "^0.4" --locked
@cargo install mdbook-alerts --vers "^0.6" --locked @cargo install mdbook-alerts --vers "^0.7" --locked
@cargo install mdbook-pdf --vers "^0.1" --locked @cargo install mdbook-pdf --vers "^0.1" --locked
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@echo "Installing mdbook-pdf-outline..." @echo "Installing mdbook-pdf-outline..."
@@ -370,6 +371,7 @@ ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
&& . $(SG_LINUX_PYTHON_VENV_BIN_DIR)/activate \ && . $(SG_LINUX_PYTHON_VENV_BIN_DIR)/activate \
&& pip install mdbook-pdf-outline 2>/dev/null && pip install mdbook-pdf-outline 2>/dev/null
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@cargo install --git https://github.com/Michael-F-Bryan/mdbook-epub --rev d1536bbbdc1ca00320522ad73a967e15057ef573 --locked
################################################################################ ################################################################################
# Make Targets - mdBook # Make Targets - mdBook
@@ -456,6 +458,7 @@ _mdbook_serve:
SG_HANDBOOK_REVISION='$(SG_HANDBOOK_REVISION)' \ SG_HANDBOOK_REVISION='$(SG_HANDBOOK_REVISION)' \
SG_HANDBOOK_REVISION_URL='$(SG_HANDBOOK_REVISION_URL)' \ SG_HANDBOOK_REVISION_URL='$(SG_HANDBOOK_REVISION_URL)' \
SG_HANDBOOK_PDF_URL='$(SG_HANDBOOK_PDF_URL)' \ SG_HANDBOOK_PDF_URL='$(SG_HANDBOOK_PDF_URL)' \
SG_HANDBOOK_EPUB_URL='$(SG_HANDBOOK_EPUB_URL)' \
SG_GIT_BRANCH='$(SG_GIT_BRANCH)' \ SG_GIT_BRANCH='$(SG_GIT_BRANCH)' \
SG_GIT_TAG='$(SG_GIT_TAG)' \ SG_GIT_TAG='$(SG_GIT_TAG)' \
SG_GIT_COMMIT='$(SG_GIT_COMMIT)' \ SG_GIT_COMMIT='$(SG_GIT_COMMIT)' \
@@ -488,6 +491,7 @@ _mdbook_build:
SG_HANDBOOK_REVISION='$(SG_HANDBOOK_REVISION)' \ SG_HANDBOOK_REVISION='$(SG_HANDBOOK_REVISION)' \
SG_HANDBOOK_REVISION_URL='$(SG_HANDBOOK_REVISION_URL)' \ SG_HANDBOOK_REVISION_URL='$(SG_HANDBOOK_REVISION_URL)' \
SG_HANDBOOK_PDF_URL='$(SG_HANDBOOK_PDF_URL)' \ SG_HANDBOOK_PDF_URL='$(SG_HANDBOOK_PDF_URL)' \
SG_HANDBOOK_EPUB_URL='$(SG_HANDBOOK_EPUB_URL)' \
SG_GIT_BRANCH='$(SG_GIT_BRANCH)' \ SG_GIT_BRANCH='$(SG_GIT_BRANCH)' \
SG_GIT_TAG='$(SG_GIT_TAG)' \ SG_GIT_TAG='$(SG_GIT_TAG)' \
SG_GIT_COMMIT='$(SG_GIT_COMMIT)' \ SG_GIT_COMMIT='$(SG_GIT_COMMIT)' \
@@ -519,24 +523,30 @@ _pack:
@mkdir -p "$(SG_DOCUMENTATION_PACK_DIR)" @mkdir -p "$(SG_DOCUMENTATION_PACK_DIR)"
@echo "Moving '$(SG_DOCUMENTATION_HTML_DIR)' to '$(SG_HANDBOOK_PACKED_HTML_DIR)'..." @echo "Moving '$(SG_DOCUMENTATION_HTML_DIR)' to '$(SG_HANDBOOK_PACKED_HTML_DIR)'..."
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@mv $(SG_DOCUMENTATION_HTML_DIR) $(SG_HANDBOOK_PACKED_HTML_DIR) @mv "$(SG_DOCUMENTATION_HTML_DIR)" "$(SG_HANDBOOK_PACKED_HTML_DIR)"
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@powershell -Command "Move-Item '$(SG_DOCUMENTATION_HTML_DIR)' '$(SG_HANDBOOK_PACKED_HTML_DIR)'" @powershell -Command "Move-Item '$(SG_DOCUMENTATION_HTML_DIR)' '$(SG_HANDBOOK_PACKED_HTML_DIR)'"
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@echo "Compressing '$(SG_HANDBOOK_PACKED_HTML_DIR)' to '$(SG_HANDBOOK_PACKED_HTML_FILE)'..." @echo "Compressing '$(SG_HANDBOOK_PACKED_HTML_DIR)' to '$(SG_HANDBOOK_PACKED_HTML_FILE)'..."
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@cd $(SG_DOCUMENTATION_PACK_DIR) \ @cd "$(SG_DOCUMENTATION_PACK_DIR)" \
&& zip $(SG_HANDBOOK_PACKED_HTML_FILE) -r $(SG_HANDBOOK_ESCAPED_NAME) && zip $(SG_HANDBOOK_PACKED_HTML_FILE) -r $(SG_HANDBOOK_ESCAPED_NAME)
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@cd $(SG_DOCUMENTATION_PACK_DIR) \ @cd "$(SG_DOCUMENTATION_PACK_DIR)" \
&& powershell Compress-Archive $(SG_HANDBOOK_ESCAPED_NAME) $(SG_HANDBOOK_PACKED_HTML_FILE) && powershell Compress-Archive $(SG_HANDBOOK_ESCAPED_NAME) $(SG_HANDBOOK_PACKED_HTML_FILE)
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@echo "Moving '$(SG_DOCUMENTATION_PDF_FILE)' to '$(SG_HANDBOOK_PACKED_PDF_FILE)'..." @echo "Moving '$(SG_DOCUMENTATION_PDF_FILE)' to '$(SG_HANDBOOK_PACKED_PDF_FILE)'..."
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@mv $(SG_DOCUMENTATION_PDF_FILE) $(SG_HANDBOOK_PACKED_PDF_FILE) @mv "$(SG_DOCUMENTATION_PDF_FILE)" "$(SG_HANDBOOK_PACKED_PDF_FILE)"
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@powershell -Command "Move-Item '$(SG_DOCUMENTATION_PDF_FILE)' '$(SG_HANDBOOK_PACKED_PDF_FILE)'" @powershell -Command "Move-Item '$(SG_DOCUMENTATION_PDF_FILE)' '$(SG_HANDBOOK_PACKED_PDF_FILE)'"
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@echo "Moving '$(SG_DOCUMENTATION_EPUB_FILE)' to '$(SG_HANDBOOK_PACKED_EPUB_FILE)'..."
ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@mv "$(SG_DOCUMENTATION_EPUB_FILE)" "$(SG_HANDBOOK_PACKED_EPUB_FILE)"
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@powershell -Command "Move-Item '$(SG_DOCUMENTATION_EPUB_FILE)' '$(SG_HANDBOOK_PACKED_EPUB_FILE)'"
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
.PHONY: _deploy .PHONY: _deploy
_deploy: _deploy:
@@ -552,7 +562,7 @@ ifeq ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
--delete $(SG_DOCUMENTATION_HTML_DIR)/ \ --delete $(SG_DOCUMENTATION_HTML_DIR)/ \
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION) $(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)
else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@cd $(SG_DOCUMENTATION_DIR) \ @cd "$(SG_DOCUMENTATION_DIR)" \
&& "$(SG_RSYNC_BINARY_PATH_WINDOWS)" \ && "$(SG_RSYNC_BINARY_PATH_WINDOWS)" \
-avze "\"$(SG_RSYNC_SSH_BINARY_PATH_WINDOWS)\" -p $(SG_HANDBOOK_SSH_PORT)" \ -avze "\"$(SG_RSYNC_SSH_BINARY_PATH_WINDOWS)\" -p $(SG_HANDBOOK_SSH_PORT)" \
--perms \ --perms \
@@ -561,13 +571,19 @@ else # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION) $(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)
endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX)) endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
@echo "Copying '$(SG_DOCUMENTATION_PDF_FILE)' to '$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)'..." @echo "Copying '$(SG_DOCUMENTATION_PDF_FILE)' to '$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)'..."
@cp -v $(SG_DOCUMENTATION_PDF_FILE) $(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE) @cp -v "$(SG_DOCUMENTATION_PDF_FILE)" "$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)"
@echo "Uploading '$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)'..." @echo "Uploading '$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)'..."
@scp \ @scp \
-P $(SG_HANDBOOK_SSH_PORT) \ -P $(SG_HANDBOOK_SSH_PORT) \
$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE) \ "$(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)" \
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)
@echo "Copying '$(SG_DOCUMENTATION_EPUB_FILE)' to '$(SG_HANDBOOK_DEPLOY_GENERATED_EPUB_FILE)'..."
@cp -v "$(SG_DOCUMENTATION_EPUB_FILE)" "$(SG_HANDBOOK_DEPLOY_GENERATED_EPUB_FILE)"
@echo "Uploading '$(SG_HANDBOOK_DEPLOY_GENERATED_EPUB_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)'..."
@scp \
-P $(SG_HANDBOOK_SSH_PORT) \
"$(SG_HANDBOOK_DEPLOY_GENERATED_EPUB_FILE)" \
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION) $(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)/$(SG_HANDBOOK_REVISION)
@cp -v $(SG_DOCUMENTATION_PDF_FILE) $(SG_HANDBOOK_DEPLOY_GENERATED_PDF_FILE)
@echo "Retrieving the list of deployed handbook revisions from '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_PORT)/$(SG_HANDBOOK_SSH_REMOTE_DIR)'..." @echo "Retrieving the list of deployed handbook revisions from '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_PORT)/$(SG_HANDBOOK_SSH_REMOTE_DIR)'..."
@ssh \ @ssh \
-p $(SG_HANDBOOK_SSH_PORT) $(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST) \ -p $(SG_HANDBOOK_SSH_PORT) $(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST) \
@@ -580,96 +596,96 @@ endif # ($(SG_BUILD_PLATFORM),$(SG_BUILD_PLATFORM_LINUX))
grep -i 'next' $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE); \ grep -i 'next' $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE); \
grep -vi 'next' $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE) \ grep -vi 'next' $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE) \
| sort -r; \ | sort -r; \
} > $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE).tmp } > "$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE).tmp"
@mv $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE).tmp $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE) @mv "$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE).tmp" "$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)"
@echo "Revisions list saved to '$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)'!" @echo "Revisions list saved to '$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)'!"
@echo "Current revisions:" @echo "Current revisions:"
@sed 's/^/ - /' $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE) @sed 's/^/ - /' "$(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE)"
@echo "Generating '$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)'..." @echo "Generating '$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)'..."
@echo "<html>" > $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<html>" > "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<head>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<head>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<title>Welcome to $(SG_PROJECT_NAME)</title>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<title>Welcome to $(SG_PROJECT_NAME)</title>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<link rel='icon' href='favicon.svg'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<link rel='icon' href='favicon.svg'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<link rel='shortcut icon' href='favicon.svg'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<link rel='shortcut icon' href='favicon.svg'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<style>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<style>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "body {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "body {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "font-family: Arial, sans-serif;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "font-family: Arial, sans-serif;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "background-color: #003070;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "background-color: #003070;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "color: #fff;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "color: #fff;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "margin: 0;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "margin: 0;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "padding: 0;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "padding: 0;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo ".container {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo ".container {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "padding: 2.0em;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "padding: 2.0em;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo ".logo-container {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo ".logo-container {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "text-align: center;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "text-align: center;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo ".logo-container img {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo ".logo-container img {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "max-width: 100%;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "max-width: 100%;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "height: auto;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "height: auto;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo ".title-container {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo ".title-container {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "text-align: center;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "text-align: center;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo ".revisions-container {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo ".revisions-container {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "display: table;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "display: table;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "width: 300px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "width: 300px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "margin: 0 auto;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "margin: 0 auto;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "padding: 20px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "padding: 20px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo ".row {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo ".row {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "display: table-row;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "display: table-row;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo ".cell {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo ".cell {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "display: table-cell;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "display: table-cell;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "background-color: #004890;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "background-color: #004890;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "border-radius: 5px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "border-radius: 5px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "box-shadow: 0 4px 8px rgba(0, 0, 0, 0.1);" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "box-shadow: 0 4px 8px rgba(0, 0, 0, 0.1);" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "margin: 10px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "margin: 10px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "padding: 20px;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "padding: 20px;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "text-align: center;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "text-align: center;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "transition: transform 0.2s;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "transition: transform 0.2s;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo ".cell:hover {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo ".cell:hover {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "transform: scale(1.05);" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "transform: scale(1.05);" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo ".cell a {" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo ".cell a {" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "display: block;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "display: block;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "height: 100%;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "height: 100%;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "width: 100%;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "width: 100%;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "text-decoration: none;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "text-decoration: none;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "color: #fff;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "color: #fff;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "font-weight: bold;" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "font-weight: bold;" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "}" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "}" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "</style>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "</style>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "</head>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "</head>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<body>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<body>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<div class='container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<div class='container'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<div class='logo-container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<div class='logo-container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)
@echo "<img src="favicon.svg" alt='SenseGlove' />" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<img src="favicon.svg" alt='SenseGlove' />" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "</div>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "</div>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<div class='title-container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<div class='title-container'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<h1>Welcome to the SenseGlove Unreal Engine Handbook</h1>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<h1>Welcome to the SenseGlove Unreal Engine Handbook</h1>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<h3>Please choose a revision to continue!</h3>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<h3>Please choose a revision to continue!</h3>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<h5>* Please note that the next revision is the documentation for the unstable next release of the plugin and subject to change!</h5>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<h5>* Please note that the next revision is the documentation for the unstable next release of the plugin and subject to change!</h5>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "</div>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "</div>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "<div class='revisions-container'>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "<div class='revisions-container'>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@while read dir; \ @while read dir; \
do \ do \
echo "<div class='row'><div class='cell'><a href=\"$$dir\">$$dir</a></div></div>"; \ echo "<div class='row'><div class='cell'><a href=\"$$dir\">$$dir</a></div></div>"; \
done < $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE) >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) done < $(SG_HANDBOOK_DEPLOY_REVISION_LIST_FILE) >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "</div>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "</div>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "</div>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "</div>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "</body>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "</body>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "</html>" >> $(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) @echo "</html>" >> "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)"
@echo "Uploading '$(SG_HANDBOOK_FAVICON_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)'" @echo "Uploading '$(SG_HANDBOOK_FAVICON_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)'"
@scp \ @scp \
-P $(SG_HANDBOOK_SSH_PORT) \ -P $(SG_HANDBOOK_SSH_PORT) \
$(SG_HANDBOOK_FAVICON_FILE) \ "$(SG_HANDBOOK_FAVICON_FILE)" \
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR) $(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)
@echo "Uploading '$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)'" @echo "Uploading '$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)' to '$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)'"
@scp \ @scp \
-P $(SG_HANDBOOK_SSH_PORT) \ -P $(SG_HANDBOOK_SSH_PORT) \
$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE) \ "$(SG_HANDBOOK_DEPLOY_GENERATED_HOME_INDEX_FILE)" \
$(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR) $(SG_HANDBOOK_SSH_USER)@$(SG_HANDBOOK_SSH_HOST):$(SG_HANDBOOK_SSH_REMOTE_DIR)
+4 -2
View File
@@ -5,7 +5,7 @@
# #
# (The MIT License) # (The MIT License)
# #
# Copyright (c) 2020 - 2024 SenseGlove # Copyright (c) 2020 - 2025 SenseGlove
# #
# Permission is hereby granted, free of charge, to any person obtaining a copy # Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal # of this software and associated documentation files (the "Software"), to deal
@@ -43,6 +43,7 @@ escape_string() {
SG_PROJECT_NAME_ESCAPED=$(escape_string "${SG_PROJECT_NAME}") SG_PROJECT_NAME_ESCAPED=$(escape_string "${SG_PROJECT_NAME}")
SG_HANDBOOK_REVISION_ESCAPED=$(escape_string "${SG_HANDBOOK_REVISION}") SG_HANDBOOK_REVISION_ESCAPED=$(escape_string "${SG_HANDBOOK_REVISION}")
SG_HANDBOOK_REVISION_URL_ESCAPED=$(escape_string "${SG_HANDBOOK_REVISION_URL}") SG_HANDBOOK_REVISION_URL_ESCAPED=$(escape_string "${SG_HANDBOOK_REVISION_URL}")
SG_HANDBOOK_EPUB_URL_ESCAPED=$(escape_string "${SG_HANDBOOK_EPUB_URL}")
SG_HANDBOOK_PDF_URL_ESCAPED=$(escape_string "${SG_HANDBOOK_PDF_URL}") SG_HANDBOOK_PDF_URL_ESCAPED=$(escape_string "${SG_HANDBOOK_PDF_URL}")
SG_GIT_BRANCH_ESCAPED=$(escape_string "${SG_GIT_BRANCH}") SG_GIT_BRANCH_ESCAPED=$(escape_string "${SG_GIT_BRANCH}")
SG_GIT_TAG_ESCAPED=$(escape_string "${SG_GIT_TAG}") SG_GIT_TAG_ESCAPED=$(escape_string "${SG_GIT_TAG}")
@@ -70,6 +71,7 @@ PARSED_BOOK=$(echo "${BOOK}" | xq "
. | gsub(\"{{ #sg-project-name }}\"; \"${SG_PROJECT_NAME_ESCAPED}\") | . | gsub(\"{{ #sg-project-name }}\"; \"${SG_PROJECT_NAME_ESCAPED}\") |
gsub(\"{{ #sg-handbook-revision }}\"; \"${SG_HANDBOOK_REVISION_ESCAPED}\") | gsub(\"{{ #sg-handbook-revision }}\"; \"${SG_HANDBOOK_REVISION_ESCAPED}\") |
gsub(\"{{ #sg-handbook-revision-url }}\"; \"${SG_HANDBOOK_REVISION_URL_ESCAPED}\") | gsub(\"{{ #sg-handbook-revision-url }}\"; \"${SG_HANDBOOK_REVISION_URL_ESCAPED}\") |
gsub(\"{{ #sg-handbook-epub-url }}\"; \"${SG_HANDBOOK_EPUB_URL_ESCAPED}\") |
gsub(\"{{ #sg-handbook-pdf-url }}\"; \"${SG_HANDBOOK_PDF_URL_ESCAPED}\") | gsub(\"{{ #sg-handbook-pdf-url }}\"; \"${SG_HANDBOOK_PDF_URL_ESCAPED}\") |
gsub(\"{{ #sg-git-branch }}\"; \"${SG_GIT_BRANCH_ESCAPED}\") | gsub(\"{{ #sg-git-branch }}\"; \"${SG_GIT_BRANCH_ESCAPED}\") |
gsub(\"{{ #sg-git-tag }}\"; \"${SG_GIT_TAG_ESCAPED}\") | gsub(\"{{ #sg-git-tag }}\"; \"${SG_GIT_TAG_ESCAPED}\") |
@@ -101,4 +103,4 @@ PARSED_BOOK=$(echo "${BOOK}" | xq "
#echo "BOOK: ${BOOK}" >&2 #echo "BOOK: ${BOOK}" >&2
#echo "PARSED_BOOK: ${PARSED_BOOK}" >&2 #echo "PARSED_BOOK: ${PARSED_BOOK}" >&2
echo "${PARSED_BOOK}" | xq '.' echo "${PARSED_BOOK}" | xq '.'
+7 -1
View File
@@ -3,7 +3,7 @@
# #
# (The MIT License) # (The MIT License)
# #
# Copyright (c) 2020 - 2024 SenseGlove # Copyright (c) 2020 - 2025 SenseGlove
# #
# Permission is hereby granted, free of charge, to any person obtaining a copy # Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal # of this software and associated documentation files (the "Software"), to deal
@@ -49,6 +49,12 @@ use-default-preprocessors = true
after = [ "index", "links" ] after = [ "index", "links" ]
command = "sh ./bin/sg-preprocessor.sh" command = "sh ./bin/sg-preprocessor.sh"
[output.epub]
no-section-label = false
curly-quotes = true
epub-version = 3
footnote-backrefs = true
[output.html] [output.html]
additional-css = ["styles/custom.css"] additional-css = ["styles/custom.css"]
additional-js = [] additional-js = []
+1 -1
View File
@@ -4,7 +4,7 @@ Welcome to the documentation for the SenseGlove Unreal Engine Plugin (a.k.a. The
This handbook is an ongoing effort and a work in progress to document the SenseGlove Unreal Engine Plugin. Feel free to visit this handbook on a regular basis. This handbook is an ongoing effort and a work in progress to document the SenseGlove Unreal Engine Plugin. Feel free to visit this handbook on a regular basis.
Due to superior formatting and frequent updates, we recommend [the online version of the handbook]({{ #sg-handbook-revision-url }}); nonetheless, it's available in [PDF format]({{ #sg-handbook-pdf-url }}) as well. Due to superior formatting and frequent updates, we recommend [the online version of the handbook]({{ #sg-handbook-revision-url }}); nonetheless, it's also available in [PDF]({{ #sg-handbook-pdf-url }}) and [ePub]({{ #sg-handbook-epub-url }}) formats as well.
> [!TIP] > [!TIP]
> Feel free to check out [the SenseGlove Unreal Engine Plugin landing page on Fab](https://www.fab.com/listings/62bcdd2a-0bb1-4f34-b7b8-c5e7c9313099) as well. > Feel free to check out [the SenseGlove Unreal Engine Plugin landing page on Fab](https://www.fab.com/listings/62bcdd2a-0bb1-4f34-b7b8-c5e7c9313099) as well.
+5
View File
@@ -20,6 +20,9 @@ Welcom to the SenseGlove Unreal Engine Handbook!
- [Connect to Nova gloves using Command-line](getting-started/sensecom/gnu-linux/command-line.md) - [Connect to Nova gloves using Command-line](getting-started/sensecom/gnu-linux/command-line.md)
- [SenseCom on Microsoft Windows](getting-started/sensecom/microsoft-windows.md) - [SenseCom on Microsoft Windows](getting-started/sensecom/microsoft-windows.md)
- [Enabling XR_EXT_hand_tracking on VR Headsets](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/README.md) - [Enabling XR_EXT_hand_tracking on VR Headsets](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/README.md)
- [PCVR Mode](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/README.md)
- [Standalone Mode](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/README.md)
- [Third-Party Tutorials](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/third-party-tutorials/README.md)
- [Setup SenseGlove Default Classes](getting-started/setup-senseglove-default-classes/README.md) - [Setup SenseGlove Default Classes](getting-started/setup-senseglove-default-classes/README.md)
- [SGGameModeBase](getting-started/setup-senseglove-default-classes/sggamemodebase.md) - [SGGameModeBase](getting-started/setup-senseglove-default-classes/sggamemodebase.md)
- [SGPawn](getting-started/setup-senseglove-default-classes/sgpawn.md) - [SGPawn](getting-started/setup-senseglove-default-classes/sgpawn.md)
@@ -56,6 +59,7 @@ Welcom to the SenseGlove Unreal Engine Handbook!
- [SenseGlove Console Commands](misc/console-commands/README.md) - [SenseGlove Console Commands](misc/console-commands/README.md)
- [Deploying to Android (Standalone)](misc/android-standalone-deployment/README.md) - [Deploying to Android (Standalone)](misc/android-standalone-deployment/README.md)
- [Third-Party Tutorials](misc/android-standalone-deployment/third-party-tutorials/README.md)
- [Upgrade Guide](misc/upgrade-guide/README.md) - [Upgrade Guide](misc/upgrade-guide/README.md)
- [Optimizing for Higher FPS](misc/optimize-higher-fps/README.md) - [Optimizing for Higher FPS](misc/optimize-higher-fps/README.md)
@@ -69,6 +73,7 @@ Welcom to the SenseGlove Unreal Engine Handbook!
- [Consuming FXRMotionControllerData](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/README.md) - [Consuming FXRMotionControllerData](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/README.md)
- [Blueprint](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/blueprint.md) - [Blueprint](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/blueprint.md)
- [C++](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/cpp.md) - [C++](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/cpp.md)
- [Third-Party Tutorials](advanced-topics/openxr/third-party-tutorials/README.md)
# 🔌 Low-Level API # 🔌 Low-Level API
@@ -14,7 +14,7 @@
> separated into the two distinct structs, providing clearer and more > separated into the two distinct structs, providing clearer and more
> specialized handling of each. > specialized handling of each.
Taking a closer look at the `FXRHandTrackingState` declaration inside the Unreal Engine's `HeadMountedDisplay` module at `[Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h)`, figuring out the data structure might not seem very straightforward: Taking a closer look at the `FXRHandTrackingState` declaration inside the Unreal Engine's `HeadMountedDisplay` module at [`Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h`](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h), figuring out the data structure might not seem very straightforward:
```cpp ```cpp
USTRUCT(BlueprintType) USTRUCT(BlueprintType)
@@ -119,7 +119,7 @@ In order to draw and animate a virtual hand in real-time whether the data is com
Both `HandKeyLocations` and `HandKeyRotations` contain 26 elements as defined by OpenXR's [`XR_HAND_JOINT_COUNT_EXT`](https://registry.khronos.org/OpenXR/specs/1.1/man/html/XR_HAND_JOINT_COUNT_EXT.html) and [`XrHandJointLocationsEXT`](https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrHandJointLocationsEXT.html), etc. Both `HandKeyLocations` and `HandKeyRotations` contain 26 elements as defined by OpenXR's [`XR_HAND_JOINT_COUNT_EXT`](https://registry.khronos.org/OpenXR/specs/1.1/man/html/XR_HAND_JOINT_COUNT_EXT.html) and [`XrHandJointLocationsEXT`](https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrHandJointLocationsEXT.html), etc.
Unreal Engine also provides an enum called `EHandKeypoint` naming the 26 joints, and the equivalent of `XR_HAND_JOINT_COUNT_EXT` as `EHandKeypointCount` inside `[Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h)` as follows: Unreal Engine also provides an enum called `EHandKeypoint` naming the 26 joints, and the equivalent of `XR_HAND_JOINT_COUNT_EXT` as `EHandKeypointCount` inside [`Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h`](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h) as follows:
```cpp ```cpp
/** /**
@@ -14,7 +14,7 @@
> separated into the two distinct structs, providing clearer and more > separated into the two distinct structs, providing clearer and more
> specialized handling of each. > specialized handling of each.
Taking a closer look at the `FXRMotionControllerData` declaration inside the Unreal Engine's `HeadMountedDisplay` module at `[Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h)`, figuring out the data structure might not seem very straightforward: Taking a closer look at the `FXRMotionControllerData` declaration inside the Unreal Engine's `HeadMountedDisplay` module at [`Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h`](https://github.com/EpicGames/UnrealEngine/blob/5.5/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h), figuring out the data structure might not seem very straightforward:
```cpp ```cpp
USTRUCT(BlueprintType) USTRUCT(BlueprintType)
@@ -174,7 +174,7 @@ In order to draw and animate a virtual hand in real-time whether the data is com
Both `HandKeyPositions` and `HandKeyRotations` contain 26 elements as defined by OpenXR's [`XR_HAND_JOINT_COUNT_EXT`](https://registry.khronos.org/OpenXR/specs/1.1/man/html/XR_HAND_JOINT_COUNT_EXT.html) and [`XrHandJointLocationsEXT`](https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrHandJointLocationsEXT.html), etc. Both `HandKeyPositions` and `HandKeyRotations` contain 26 elements as defined by OpenXR's [`XR_HAND_JOINT_COUNT_EXT`](https://registry.khronos.org/OpenXR/specs/1.1/man/html/XR_HAND_JOINT_COUNT_EXT.html) and [`XrHandJointLocationsEXT`](https://registry.khronos.org/OpenXR/specs/1.0/man/html/XrHandJointLocationsEXT.html), etc.
Unreal Engine also provides an enum called `EHandKeypoint` naming the 26 joints, and the equivalent of `XR_HAND_JOINT_COUNT_EXT` as `EHandKeypointCount` inside `[Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h](https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h)` as follows: Unreal Engine also provides an enum called `EHandKeypoint` naming the 26 joints, and the equivalent of `XR_HAND_JOINT_COUNT_EXT` as `EHandKeypointCount` inside [`Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h`](https://github.com/EpicGames/UnrealEngine/blob/5.5/Engine/Source/Runtime/HeadMountedDisplay/Public/HeadMountedDisplayTypes.h) as follows:
```cpp ```cpp
/** /**
@@ -0,0 +1,34 @@
# Third-Party Tutorials: Consuming OpenXR Hand-Tracking Data
## Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Detection in Unreal Engine
In this tutorial, you'll learn how to get the OpenXR Hand-Tracking Data from the Unreal Engine API and how to consume it to draw virtual hand models using cubes (as hand joints). It will also dive into gesture recognition by implementing a simple pinch gesture recognition.
In the first part, it will focus on UE `4.26` to `5.4` API. And, in the second part, you'll learn how to update the project to work with `5.5`.
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/67v-sEhidvM" frameborder="0" allowfullscreen></iframe>
</div>
## Procedural Virtual Hand Mesh Animation Using OpenXR Hand-Tracking Data
Building on the [Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Recognition in Unreal Engine tutorial](#introduction-to-virtual-reality-openxr-hand-tracking-and-gesture-detection-in-unreal-engine), this slightly more advanced tutorial will dive deeper into the following topics:
- Transitioning seamlessly between motion controller and hand-tracking modes in Unreal Engine.
- Adding custom debugging gizmos to improve development and testing workflows.
- Visualizing debug virtual hands by incorporating the custom gizmos.
- Animating virtual hand meshes with OpenXR hand-tracking data, moving beyond basic joint representation with cubes.
- Re-using and adapting the gesture recognition code from the introductory tutorial to integrate with the new animated virtual hand meshes.
This guide will help you take your VR projects to the next level with polished and practical implementations.
**Part 1**:
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/TPEA1GJr_kU" frameborder="0" allowfullscreen></iframe>
</div>
**Part 2**:
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/xEnuephuNmw" frameborder="0" allowfullscreen></iframe>
</div>
+60
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@@ -5,6 +5,66 @@ All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/), The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [2.4.0] - 2025-02-14
This minor release brings various improvements and, notably, the first version to add support for VIVE standalone mode with ViveOpenXR compatibility.
### Added
- Added the ePub version of the SenseGlove Unreal Engine Handbook.
- Added `FSGConnectJNI::Initialize()` and `FSGCoreJNI::Initialize()` return codes to Android logs for detailed debugging purposes through `adb logcat`.
- Introduced compatibility with the `ViveOpenXR` plugin.
- Added the `FSGPluginUtils` utility class for other plugins or modules availability detection such as `Meta XR` and `ViveOpenXR`.
- Added various HTC HMDs auto-detection support on Android.
- Added support for HTC VIVE Focus Vision HMD auto-detection.
- Added support for HTC Vive Wrist Trackers support on Android using the official `ViveOpenXR` plugin's OpenXR positional tracking provider `OpenXRViveWristTracker`.
- Added enum `ESGOpenXRPositionalTrackingProvider`.
- Added the `OpenXRPositionalTrackingProvider` option to the plugin's wrist-tracker settings to either manually set the positional tracking provider or auto-detect it based on a combination of tracker hardware settings, targeted platform, available OpenXR plugins, or the auto-detected HMD hardware.
### Fixed
- Fix a critical issue where `HandStates->GetTransform(KeyPoint)` was incorrectly resolving to `(&HandStates[0])->GetTransform(KeyPoint)`, causing both hands to use the left hand's wrist transform under specific conditions. This occurred when the `bFallbackToHandTrackingIfNoGloveDetected` option was enabled, two gloves were present, and no hardware wrist-tracking device was active, resulting in both hands overlapping at the same transform.
- `FSGArrayUtils` optimizations that affect the plugin performance as a whole.
- Additional minor fixes and improvements that may not be listed here.
### Changed
- Now the motion sources for the wrist-tracking hardware or hand-tracking are queried and populated dynamically rather than relying on the hardcoded `EControllerHand` enum. This allows the SenseGlove Unreal Engine Plugin to integrate better into other plugins such as `ViveOpenXR`, which when enabled, provides many more options as the motion source for their various wrist-tracking hardware.
- `FSGWristTrackingSettings::LeftHandMotionSource` and `FSGWristTrackingSettings::RightHandMotionSource` types have changed from `EControllerHand` to `FName`.
- Bumped the SenseGlove libraries to `v2.105.3-97ea18cb`.
- Bumped the SenseGlove Unreal Engine Marketplace Packager `v0.5.0-7df1183`.
- Bumped the copyright years.
- This is the last release to support Unreal Engine `5.2`. From `v2.5.x` onwards only UE `5.3` and newer will be supported.
- The `ESGViveHMDDetectionPriority` enum items have changed and are no longer backward-compatible.
### Deprecated
- This is the last minor release to support Unreal Engine `5.2` and its support will be removed from the next minor or major releases.
### Documentation
- Reintroduced the Handbook in ePub format.
- Revamped the [Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/) and [Deploying to Android (Standalone)](../misc/android-standalone-deployment/) documentation, and added the `ViveOpenXR`-compatibile instructions as well.
- Significantly improved the [Setting Up the Wrist Tracking Hardware](../getting-started/setup-wrist-tracking-hardware/) section by providing more detailed documentation and example configuration per HMD and wrist tracking hardware.
- Clarified [how to set up the VIVE Wrist Trackers in various configurations](../plugin-configuration/plugin-settings/tracking/wrist-tracking/).
- Added [HTC VIVE specific optimization tips for running in standalone mode](../misc/optimize-higher-fps/#htc-vive-specific-optimizations-in-standalone-mode)
- Fixed a few broken URLs caused by bad markdown formatting.
- Applied various Handbook Makefile fixes.
- Clarified the HTC VIVE standalone support status in the platform support matrix.
- Bumped the [mdbook-alerts](https://github.com/lambdalisue/rs-mdbook-alerts) crate to `v0.7.x`.
- Reintroduced [mdbook-epub](https://github.com/Michael-F-Bryan/mdbook-epub) at [`d1536bbbdc1ca00320522ad73a967e15057ef573`](https://github.com/Michael-F-Bryan/mdbook-epub/commit/d1536bbbdc1ca00320522ad73a967e15057ef573) from the [`master` branch](https://github.com/Michael-F-Bryan/mdbook-epub/tree/master) as the blocking issues in [#115](https://github.com/Michael-F-Bryan/mdbook-epub/issues/115) have been address in [`1ca2a860f6ed405c00914a3aadd8057d5050b29b`](https://github.com/Michael-F-Bryan/mdbook-epub/commit/1ca2a860f6ed405c00914a3aadd8057d5050b29b#diff-b21e2a96624fabac44d6c5ecc34bff0835565999be6a320fe75bd0401d5c8e87R148).
- Added third-party tutorials to the following sections: [Enabling XR_EXT_hand_tracking on VR Headsets](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/third-party-tutorials/), [Deploying to Android (Standalone)](../misc/android-standalone-deployment/third-party-tutorials/), and [OpenXR](../advanced-topics/openxr/third-party-tutorials/).
- Additional minor fixes and improvements that may not be listed here.
- List the VRExpansionPlugin demo in the [Extra Resources](../appendix/extra-resources.html) section.
## [2.3.2] - 2025-01-28
This patch release addresses a critical issue backported from the upcoming `2.4.x` release to `2.3.x`.
### Fixed
- Fix a critical issue backported from the upcoming `2.4.x` release where `HandStates->GetTransform(KeyPoint)` was incorrectly resolving to `(&HandStates[0])->GetTransform(KeyPoint)`, causing both hands to use the left hand's wrist transform under specific conditions. This occurred when the `bFallbackToHandTrackingIfNoGloveDetected` option was enabled, two gloves were present, and no hardware wrist-tracking device was active, resulting in both hands overlapping at the same transform.
## [2.3.1] - 2024-11-27 ## [2.3.1] - 2024-11-27
This patch release addresses a few issues with SenseGlove Sockets Editor. This patch release addresses a few issues with SenseGlove Sockets Editor.
+4
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@@ -9,6 +9,10 @@ There are various resources available for older versions of the SenseGlove Unrea
- [Example C++ API Project (only compatible with early v1.x.x releases)](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal-SGPlaygroundCpp) - [Example C++ API Project (only compatible with early v1.x.x releases)](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal-SGPlaygroundCpp)
- [Example Blueprint API Project (only compatible with early v1.x.x releases)](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal-SGPlaygroundBP) - [Example Blueprint API Project (only compatible with early v1.x.x releases)](https://dev.azure.com/SenseGlove/_git/SenseGlove-Unreal-SGPlaygroundBP)
### OpenXR Integration Demos
- [A VRExpansionPlugin Integration Demo for UE `5.4`](https://dev.azure.com/SenseGlove/_git/SGVRETemplate)
## Tutorials ## Tutorials
- [Finding out your SenseGlove plugin version](https://youtu.be/iF0JU2kpNhw) - [Finding out your SenseGlove plugin version](https://youtu.be/iF0JU2kpNhw)
@@ -1,6 +1,6 @@
## Planned Features Completion Status ## Planned Features Completion Status
### Implemented as of v2.3.x ### Implemented as of v2.4.x
- [X] Full SenseGlove low-level core API access through Unreal C++. - [X] Full SenseGlove low-level core API access through Unreal C++.
- [X] Full SenseGlove low-level core API access through Blueprint. - [X] Full SenseGlove low-level core API access through Blueprint.
@@ -13,8 +13,8 @@
- [X] Support for GNU/Linux x64 as a deployment platform. - [X] Support for GNU/Linux x64 as a deployment platform.
- [X] Support for GNU/Linux AArch64 as a deployment platform. - [X] Support for GNU/Linux AArch64 as a deployment platform.
- [X] Support for Android as a deployment platform. - [X] Support for Android as a deployment platform.
- [X] Support for Oculus Quest 2 and Oculus Quest Pro. - [X] Support for Oculus Quest 2, Oculus Quest Pro, and Oculus Quest 3.
- [X] Support for HTC VIVE Pro and HTC VIVE Focus 3. - [X] Support for HTC VIVE Pro, HTC VIVE Focus 3, HTC XR Elite, and HTC VIVE Focus Vision.
- [X] Support for HTC VIVE Trackers and HTC VIVE Wrist Trackers. - [X] Support for HTC VIVE Trackers and HTC VIVE Wrist Trackers.
- [X] On-device calibration for Android without the need for SenseCom. - [X] On-device calibration for Android without the need for SenseCom.
- [X] Haptic feedback including force feedback, buzz, and thumper commands. - [X] Haptic feedback including force feedback, buzz, and thumper commands.
@@ -39,8 +39,9 @@
- [X] A flexible virtual hand animation system that can take the mesh bone's transforms into account for a more reliable hand animation. - [X] A flexible virtual hand animation system that can take the mesh bone's transforms into account for a more reliable hand animation.
- [X] Ability to manage the Engine Scalability Settings through the SenseGlove plugin in order to change the graphics settings on the fly. - [X] Ability to manage the Engine Scalability Settings through the SenseGlove plugin in order to change the graphics settings on the fly.
- [X] Ability to automatically ask for the required permissions on Android when the plugin is enabled in any UE project. - [X] Ability to automatically ask for the required permissions on Android when the plugin is enabled in any UE project.
- [X] `ViveOpenXR` plugin compatibility.
### Upcoming features planned for the v2.4.x release ### Upcoming features planned for the v2.5.x release
### Planned features long-term ### Planned features long-term
@@ -1,19 +1,19 @@
## Platform Support Matrix ## Platform Support Matrix
| | **Windows (MSVC 2017)** | **Windows (MSVC 2019)** | **Windows (MSVC 2022)** | **Linux x86-64 (Native Toolchain)** | **Linux AArch64 (Native Toolchain)** | **Meta Quest Stand-alone (Android NDK)** | **HTC VIVE Stand-alone (Android NDK)** | **Fab** | **Azure DevOps Version** | | | **Windows (MSVC 2017)** | **Windows (MSVC 2019)** | **Windows (MSVC 2022)** | **Linux x86-64 (Native Toolchain)** | **Linux AArch64 (Native Toolchain)** | **Meta Quest Standalone (Android NDK)** | **HTC VIVE Standalone (Android NDK)** | **Fab** | **Azure DevOps Version** |
|:--------:|:-----------------------:|:-----------------------:|:-----------------------:|:-----------------------------------:|:------------------------------------:|:----------------------------------------:|:--------------------------------------:|:--------:|:------------------------:| |:--------:|-------------------------|-------------------------|-------------------------|:-----------------------------------:|:------------------------------------:|:---------------------------------------:|:-------------------------------------:|:--------:|:------------------------:|
| **5.5** | ❌ | ❌ | ✅ v2.3.x | ✅ v2.3.x | ✅ v2.3.x | ✅ v2.3.x (r25b) | ❓ | ✅ v2.3.1 | ✅ v2.3.1 | | **5.5** | ❌ | ❌ | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x (r25b) | ❓ | ✅ v2.4.0 | ✅ v2.4.0 |
| **5.4** | ❌ | ❌ | ✅ v2.3.x | ✅ v2.3.x | ✅ v2.3.x | ✅ v2.3.x (r25b) | | ✅ v2.3.1 | ✅ v2.3.1 | | **5.4** | ❌ | ❌ | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x (r25b) | ✅ v2.4.x (r25b) | ✅ v2.4.0 | ✅ v2.4.0 |
| **5.3** | ❌ | ✅ v2.3.x | ✅ v2.3.x | ✅ v2.3.x | ✅ v2.3.x | ✅ v2.3.x (r25b) | | ✅ v2.3.1 | ✅ v2.3.1 | | **5.3** | ❌ | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x (r25b) | ✅ v2.4.x (r25b) | ✅ v2.4.0 | ✅ v2.4.0 |
| **5.2** | ❌ | ✅ v2.3.x | ✅ v2.3.x | ✅ v2.3.x | ✅ v2.3.x | ✅ v2.3.x (r25b) | ❓ | ✅ v2.3.1 | ✅ v2.3.1 | | **5.2** | ❌ | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x | ✅ v2.4.x (r25b) | ❓ | ✅ v2.4.0 | ✅ v2.4.0 |
| **5.1** | ❌ | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x (r25b) | ❓ | ⚠️ v2.0.0 | ⚠️ v2.0.2 | | **5.1** | ❌ | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x | ⚠️ v2.0.x (r25b) | ❓ | ⚠️ v2.0.0 | ⚠️ v2.0.2 |
| **5.0** | ❌ | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x (r21e) | ❓ | ⚠️ v1.6.1 | ⚠️ v1.6.1 | | **5.0** | ❌ | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x | ⚠️ v1.6.x (r21e) | ❓ | ⚠️ v1.6.1 | ⚠️ v1.6.1 |
| **4.27** | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x (r21e) | ❓ | ⚠️ v1.3.1 | ⚠️ v1.4.3 | | **4.27** | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x | ⚠️ v1.4.x (r21e) | ❓ | ⚠️ v1.3.1 | ⚠️ v1.4.3 |
| **4.26** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 | | **4.26** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
| **4.25** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 | | **4.25** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
| **4.24** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 | | **4.24** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
| **4.23** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 | | **4.23** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
| **4.22** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 | | **4.22** | ⚠️ v1.0.x | ⚠️ v1.0.x | ❌ | ⚠️ v1.0.x | ❌ | ❌ | ❌ | ❌ | ⚠️ v1.0.4 |
* <code>✅</code> Supported * <code>✅</code> Supported
* <code>⚠️</code> Not supported by the latest release and might be lacking features * <code>⚠️</code> Not supported by the latest release and might be lacking features
@@ -26,3 +26,5 @@ Remarks:
* Oculus and VIVE support is only provided through the recommended Android NDK versions by Epic Games. * Oculus and VIVE support is only provided through the recommended Android NDK versions by Epic Games.
* [wjwwood/serial](https://github.com/wjwwood/serial) requires Android NDK API Level `28+` in order to be built successfully. * [wjwwood/serial](https://github.com/wjwwood/serial) requires Android NDK API Level `28+` in order to be built successfully.
* All third-party libraries target Android NDK API Level `29`, thus any project relying on the plug-in should be build with the same NDK API Level. * All third-party libraries target Android NDK API Level `29`, thus any project relying on the plug-in should be build with the same NDK API Level.
* Meta Quest PCVR-mode support is only provided through the [Epic OpenXR plugin](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/#meta-quest). Furthermore, the Standalone-mode support is also provided through the [Epic OpenXR plugin](..//getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/#meta-quest) only. Please note that enabling the Meta XR plugin will result in crashes or unexpected behavior. Meta XR plugin compatibility is being worked on at the moment and might be supported in the future.
* While HTC VIVE PCVR-mode support is only provided through the [Epic OpenXR plugin](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/#htc-vive), the standalone-mode support is only provided through the [official HTC `ViveOpenXR` plugin](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/#htc-vive) and no other plugin is supported.
@@ -1,41 +1,16 @@
# Enabling XR_EXT_hand_tracking OpenXR extension on VR Headsets # Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets
> [!IMPORTANT] > [!IMPORTANT]
> Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires > Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires
> the `XR_EXT_hand_tracking` OpenXR extension to function. Without this > the `XR_EXT_hand_tracking` OpenXR extension to function. Without this
> OpenXR extension the plugin won't output any glove data. > OpenXR extension the plugin won't output any glove data.
Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires the `XR_EXT_hand_tracking` OpenXR extension to function. If you are streaming from your PC to your VR headset, to enabling `XR_EXT_hand_tracking` support, might require additional settings depending on the vendor. Since version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires the `XR_EXT_hand_tracking` OpenXR extension to function. Whether you are streaming your immersive 3D VR application from your PC to your VR headset, or deploying it to your VR headset in standalone mode, enabling `XR_EXT_hand_tracking` support, might require additional plugins or settings depending on the HMD's vendor or model.
For Meta Quest headsets, enable the `Developer runtime features` under the `Settings > Beta` section: ## PCVR Mode
![Meta Quest Link - Developer Runtime Features - Enabling XR_EXT_hand_tracking](meta-quest-link-developer-runtime-features.png "Meta Quest Link - Developer Runtime Features - Enabling XR_EXT_hand_tracking") For instructions on [how to setup `XR_EXT_hand_tracking` support in PCVR mode](pcvr-mode/) please refer to the relevant section.
> [!CAUTION] ## Standalone Mode
> Streaming to Meta Quest headsets from SteamVR is no longer supported because
> the migration to OpenXR has caused controller offsets for Meta Quest HMDs to
> break on SteamVR. One possible reason is that
> [SteamVR lists `XR_FB_hand_tracking` as an unsupported feature](https://steamcommunity.com/app/250820/discussions/8/3121550424355682585/).
> Further investigation is needed to identify the exact underlying cause.
For VIVE headsets relying on VIVE Business Streaming, ensure the Hand Tracking settings under `Input` are enabled: For instructions on [how to setup `XR_EXT_hand_tracking` support in standalone mode on Android](standalone-mode/) please refer to the relevant section.
![VIVE Business Streaming - Hand tracking - Enabling XR_EXT_hand_tracking](vive-business-streaming-hand-tracking.png "VIVE Business Streaming - Hand tracking - Enabling XR_EXT_hand_tracking")
> [!NOTE]
> Tracking and accessing `FXRMotionControllerData` output from SenseGlove
> devices do not require Hand and Body Tracking to be enabled on the HMD device.
> Enabling this feature is only necessary if you wish to use hand-tracking as a
> fallback option when no glove is connected to your PC.
As mentioned in the `v2.1.0` release changelog, enabling the Meta XR plugin—and potentially the VIVE OpenXR plugin—alongside the SenseGlove Unreal Engine Plugin in the same project will disrupt the OpenXR functionality provided by the SenseGlove Plugin, rendering it unusable.
> [!CAUTION]
> As noted in the
> [v2.1.0 release changelog](../../appendix/changelog.html), since this release
> enabling the Meta XR plugin, —and potentially the VIVE OpenXR plugin—
> alongside the SenseGlove Unreal Engine Plugin in the same project will disrupt
> the OpenXR functionality provided by the SenseGlove Unreal Engine Plugin,
> rendering it unusable.
>
> `Although the SenseGlove OpenXR implementation is fully compatible with the IOpenXRHMD interface and the FOpenXRHMD XRTrackingSystem, it is not compatible with the FOculusXRHMD backend provided by the Meta XR plugin. The same issue likely applies to the VIVE OpenXR plugin. So, if these plugins are enabled in your project, the SenseGlove OpenXR will not function as intended, effectively breaking the plugin's functionality. It seems these plugins are necessary in order to make the fallback to the hand-tracking feature work on Android. While we may add support and compatibility with Meta XR and VIVE OpenXR plugins in the future, for the time being, if your project requires these plugins, we advise continuing with the v2.0.x release of the SenseGlove Unreal Engine plugin until this issue is addressed.`
@@ -0,0 +1,77 @@
# Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode
Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires the `XR_EXT_hand_tracking` OpenXR extension to function. If you are streaming your immersive 3D VR application from your PC to your VR headset, enabling `XR_EXT_hand_tracking` support, requires additional plugins and settings depending on the HMD's vendor or model.
## Enabling OpenXR Plugin and Disabling OpenXRHandTracking Plugin
Regardless of the type or vendor of the HMD you have in mind for development or deployment purposes, the `OpenXR` plugin is required as a prerequisite. Also, ensure the `OpenXRHandTracking` is disabled as it conflicts with the SenseGlove Unreal Engine Plugin since both implement the same `XR_EXT_hand_tracking` OpenXR extension.
Though [enabling the SenseGlove Unreal Engine Plugin](../../plugin-verify-version-enable/) should enable the `OpenXR` plugin automatically, it is recommended to ensure this plugin is enabled, and most importantly `OpenXRHandTracking` is disabled, by navigating to `Edit > Plugins` in the Unreal Editor menus.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode - Enabling OpenXR and OpenXRHandTracking Plugins](../enable-openxr-disable-openxrhandtracking-plugins.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode - Enabling OpenXR and OpenXRHandTracking Plugins")
The `OpenXRHandTracking` plugin implements the `XR_EXT_hand_tracking` OpenXR extension.
## Meta Quest
To set up `XR_EXT_hand_tracking` support on Meta Quest HMDs in PCVR mode, depending on your project requirements (e.g. whether you rely on the `Meta XR` plugin or not), additional setup steps are required.
## Meta Quest Link App
For Meta Quest headsets, enable the `Developer runtime features` under the `Settings > Beta` section inside the Meta Quest Link app:
![Meta Quest Link - Developer Runtime Features - Enabling XR_EXT_hand_tracking](meta-quest-link-developer-runtime-features.png "Meta Quest Link - Developer Runtime Features - Enabling XR_EXT_hand_tracking")
> [!IMPORTANT]
> Enabling `Developer runtime features` in the Meta Quest Link requires a
> [Meta Developer Account](https://developers.facebook.com/docs/development/register/).
> If you are not signed in using a Meta Developer Account, this option won't
> be shown to you inside Meta Quest Link.
> [!CAUTION]
> Streaming to Meta Quest headsets from SteamVR is no longer supported because
> the migration to OpenXR has caused controller offsets for Meta Quest HMDs to
> break on SteamVR. One possible reason is that
> [SteamVR lists `XR_FB_hand_tracking` as an unsupported feature](https://steamcommunity.com/app/250820/discussions/8/3121550424355682585/).
> Further investigation is needed to identify the exact underlying cause.
### Meta XR Plugin
> [!CAUTION]
> Please note that enabling the `Meta XR` plugin alongside the SenseGlove plugin
> will result in crashes or unexpected behavior. `Meta XR` plugin compatibility
> is being worked on and might be supported in the future.
## HTC VIVE
To set up `XR_EXT_hand_tracking` support on HTC VIVE HMDs in PCVR mode, additional plugins or configuration steps are required.
### OpenXRViveTracker Plugin
To enable VIVE Trackers support ensure the `OpenXRViveTracker` plugin is enabled by navigating to `Edit > Plugins` in the Unreal Editor menus. This plugin should be enabled, or wrist tracking won't function on VIVE devices at all.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode - Enabling OpenXRViveTracker Plugin](enable-openxrvivetracker-plugin.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode - Enabling OpenXRViveTracker Plugin")
The `OpenXRViveTracker` plugin implements the `XR_HTCX_vive_tracker_interaction` OpenXR extension which is necessary to use VIVE Trackers or to [emulate the VIVE Wrist Trackers as VIVE Trackers on Windows](#vive-business-streaming-app).
### VIVE Business Streaming App
For VIVE headsets relying on the VIVE Business Streaming application, ensure the Hand Tracking settings under `Input` are enabled and `XR_HTCX_vive_tracker_interaction` is enabled for VIVE Wrist Trackers by enabling `Emulate VIVE Wrist Tracker as VIVE Tracker`:
![VIVE Business Streaming - Hand tracking - Enabling XR_EXT_hand_tracking and Emulating VIVE Wrist Tracker as VIVE Tracker](vive-business-streaming-hand-tracking.png "VIVE Business Streaming - Hand tracking - Enabling XR_EXT_hand_tracking and Emulating VIVE Wrist Tracker as VIVE Tracker")
> [!NOTE]
> Tracking and accessing `FXRMotionControllerData` output from SenseGlove
> devices do not require Hand and Body Tracking to be enabled on the HMD device.
> Enabling this feature is only necessary if you wish to use hand-tracking as a
> fallback option when no glove is connected to your PC.
### SteamVR App
After enabling the [OpenXRViveTracker plugin](#openxrvivetracker-plugin) and [enabling `Emulate VIVE Wrist Tracker as VIVE Tracker` for VIVE HMDs relying on the VIVE Business Streaming](#vive-business-streaming-app), you need to perform one final setup in the SteamVR app for the SenseGlove Unreal Engine Plugin to be able to retrieve the correct wrist-tracking offsets. Once you have paired your VIVE Trackers or VIVE Wrist Trackers, navigate to `SteamVR Settings > Controllers > MANAGE TRACKERS` and make sure your left tracker is set to `LEFT FOOT` and the right tracker is set to `RIGHT FOOT`:
![SteamVR - Manage Trackers - Setting the motion source for left and right hands](steamvr-manage-trackers.png "SteamVR - Manage Trackers - Setting the motion source for left and right hands")
## SenseGlove Wrist Tracking Settings
Once you have set up everything, it's time to adjust the [SenseGlove Wrist Tracking Settings](../../setup-wrist-tracking-hardware/) inside the project-wide plugin's settings. For detailed information, please visit [the Wrist Tracking Hardware and HMD auto-detection configuration section](../../../plugin-configuration/plugin-settings/tracking/wrist-tracking/) as well.
@@ -0,0 +1,87 @@
# Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode
Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires the `XR_EXT_hand_tracking` OpenXR extension to function. If you are deploying your immersive 3D VR application to your VR headset in standalone mode, enabling `XR_EXT_hand_tracking` support, requires additional plugins and settings depending on the HMD's vendor or model.
## Enabling OpenXR Plugin and Disabling OpenXRHandTracking Plugin
Regardless of the type or vendor of the HMD you have in mind for development or deployment purposes, the `OpenXR` plugin is required as a prerequisite. Also, ensure the `OpenXRHandTracking` is disabled as it conflicts with the SenseGlove Unreal Engine Plugin since both implement the same `XR_EXT_hand_tracking` OpenXR extension.
Though [enabling the SenseGlove Unreal Engine Plugin](../../plugin-verify-version-enable/) should enable the `OpenXR` plugin automatically, it is recommended to ensure this plugin is enabled, and most importantly `OpenXRHandTracking` is disabled, by navigating to `Edit > Plugins` in the Unreal Editor menus.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Enabling OpenXR and OpenXRHandTracking Plugins](../enable-openxr-disable-openxrhandtracking-plugins.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Enabling OpenXR and OpenXRHandTracking Plugins")
The `OpenXRHandTracking` plugin implements the `XR_EXT_hand_tracking` OpenXR extension.
## Meta Quest
To set up `XR_EXT_hand_tracking` support on Meta Quest HMDs in Standalone mode, depending on your project requirements (e.g. whether you rely on the `Meta XR` plugin or not), additional setup steps are required.
> [!IMPORTANT]
> Although, the SenseGlove plugin does not require the `Meta XR` plugin to
> function, and relying solely on the `OpenXR` and `OpenXRHandTracking` plugins
> would suffice for functional glove data retrieval using OpenXR,
> [hand-tracking as a fallback mechanism](../../../plugin-configuration/plugin-settings/tracking/#bfallbacktohandtrackingifnoglovedetected)
> won't work on Android without the `Meta XR` plugin availability.
### Meta XR Plugin
> [!CAUTION]
> Please note that enabling the `Meta XR` plugin alongside the SenseGlove plugin
> will result in crashes or unexpected behavior. `Meta XR` plugin compatibility
> is being worked on and might be supported in the future.
## HTC VIVE
To set up `XR_EXT_hand_tracking` support on HTC VIVE HMDs in Standalone mode, additional plugins or configuration steps are required.
### OpenXRViveTracker Plugin
Unlike the [PCVR-mode on Windows](../pcvr-mode/), the `OpenXRViveTracker` plugin is not required on Android since it only provides an implementation of the `XR_HTCX_vive_tracker_interaction` OpenXR extension which is necessary when we use VIVE Trackers on Windows or we [emulate the VIVE Wrist Trackers as VIVE Trackers on Windows](../pcvr-mode/#vive-business-streaming-app). Instead, we require the `XR_HTCX_vive_wrist_tracker_interaction` OpenXR extension to be able to use VIVE Wrist Trackers on Android, which is provided by the [`ViveOpenXR` plugin](#viveopenxr-plugin). So, you can safely ignore enabling this plugin for Android standalone deployments.
### ViveOpenXR Plugin
To enable VIVE Wrist Trackers support ensure the `ViveOpenXR` plugin is enabled by navigating to `Edit > Plugins` in the Unreal Editor menus. This plugin should be enabled, or wrist tracking won't function on VIVE devices at all.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Enabling ViveOpenXR Plugin](enable-openxr-viveopenxr-plugins.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Enabling ViveOpenXR Plugin")
The `ViveOpenXR` plugin implements the `XR_HTCX_vive_wrist_tracker_interaction` OpenXR extension.
> [!IMPORTANT]
> Without the `ViveOpenXR` plugin deploying an immersive 3D VR application to
> your HTC VIVE in Standalone mode won't be possible, whether you enable
> `bStartInVR`, or not. Without it your app will be deployed and recognized as
> a 2D app.
By default, the `ViveOpenXR` plugin settings located in `Edit > Project Settings > Plugins > Vive OpenXR` look something like these:
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Default ViveOpenXR Plugin Settings](viveopenxr-plugin-default-settings-001.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Default ViveOpenXR Plugin Settings")
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Default ViveOpenXR Plugin Settings](viveopenxr-plugin-default-settings-002.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Default ViveOpenXR Plugin Settings")
The following settings control the availability of hand-tracking when the `ViveOpenXR` plugin is enabled:
- **Enable Hand Interaction**: This enables the hand interactions with the OpenXR hand interaction extension `XR_HTC_hand_interaction`. Changing this setting will prompt you to restart the engine to apply the new settings. This setting should be enabled.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - Enable Hand Interaction Editor Restart Prompt](viveopenxr-plugin-settings-enable-hand-interaction-editor-restart-prompt.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - Enable Hand Interaction Editor Restart Prompt")
- **Use HTC Hand Interaction**: This selects which OpenXR hand interaction extension to use. If enabled, `XR_HTC_hand_interaction` will be used, effectively breaking SenseGlove glove and hand-tracking data output. If disabled, `XR_EXT_hand_interaction` will be used, which is compatible with the SenseGlove Unreal Engine Plugin. Changing this setting will prompt you to restart the engine to apply the new settings. This setting should be disabled.
The following settings control the availability of wrist-tracking when the `ViveOpenXR` plugin is enabled:
- **Enable Wrist Tracker**: This option controls the `XR_HTC_vive_wrist_tracker_interaction` OpenXR extension. If enabled, in turn, it enables the use of HTC Wrist Tracker interaction profiles in OpenXR. Changing this setting will prompt you to restart the engine to apply the new settings.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - Enable Wrist Tracker Editor Restart Prompt](viveopenxr-plugin-settings-enable-wrist-tracker-editor-restart-prompt.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - Enable Wrist Tracker Editor Restart Prompt")
- **Enable Ultimate Tracker (Beta)**: This option controls the `XR_HTC_path_enumeration` and `XR_HTC_vive_xr_tracker_interaction` OpenXR extensions. If enabled, in turn, they enable the use of HTC Xr Tracker interaction profiles in OpenXR. Changing this setting will prompt you to restart the engine to apply the new settings.
- **Enable Ultimate Tracker Pogo Pin Inputs (Beta)**: Enables or disables the input options for Unreal's Enhanced Input System. Changing this setting will prompt you to restart the engine to apply the new settings.
The following setup demonstrates a functional immersive 3D VR application with the minimum `ViveOpenXR` required features enabled to make it compatible with the SenseGlove Unreal Engine Plugin:
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - The SenseGlove Unreal Engine Compatible Settings](viveopenxr-plugin-settings-senseglove-compatible-001.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - The SenseGlove Unreal Engine Compatible Settings")
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - The SenseGlove Unreal Engine Compatible Settings](viveopenxr-plugin-settings-senseglove-compatible-002.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - ViveOpenXR Plugin Settings - The SenseGlove Unreal Engine Compatible Settings")
## SenseGlove Wrist Tracking Settings
Once you have set up everything, it's time to adjust the [SenseGlove Wrist Tracking Settings](../../setup-wrist-tracking-hardware/) inside the project-wide plugin's settings. For detailed information, please visit [the Wrist Tracking Hardware and HMD auto-detection configuration section](../../../plugin-configuration/plugin-settings/tracking/wrist-tracking/) as well.
@@ -0,0 +1,17 @@
# Third-Party Tutorials: XR_EXT_hand_tracking Setup
## Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Detection in Unreal Engine
A part of this comprehensive tutorial will guide you through setting up the OpenXR runtime and enabling developer runtime features:
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/67v-sEhidvM" frameborder="0" allowfullscreen></iframe>
</div>
## Unreal Engine OpenXR Hand-Tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) Plugins
A part of this comprehensive tutorial will guide you through setting up the Meta XR and VIVE OpenXR plugins for Android standalone-mode deployment:
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/BWd3MwtfTJE" frameborder="0" allowfullscreen></iframe>
</div>
@@ -3,3 +3,47 @@
To enable the SenseGlove Unreal Engine Plugin to track the gloves position and rotation in the world, you need to specify a positional tracking hardware, referred to as Wrist Tracking Hardware within the plugin. By default, if the Wrist Tracking Hardware is not explicitly set, the plugin will attempt to automatically detect it by identifying your Head-mounted display (HMD) hardware. However, this auto-detection feature may not be entirely reliable, as it is still experimental, and it may occasionally fail. To enable the SenseGlove Unreal Engine Plugin to track the gloves position and rotation in the world, you need to specify a positional tracking hardware, referred to as Wrist Tracking Hardware within the plugin. By default, if the Wrist Tracking Hardware is not explicitly set, the plugin will attempt to automatically detect it by identifying your Head-mounted display (HMD) hardware. However, this auto-detection feature may not be entirely reliable, as it is still experimental, and it may occasionally fail.
For detailed information, please visit [the Wrist Tracking Hardware and HMD auto-detection configuration section](../../plugin-configuration/plugin-settings/tracking/wrist-tracking/). For detailed information, please visit [the Wrist Tracking Hardware and HMD auto-detection configuration section](../../plugin-configuration/plugin-settings/tracking/wrist-tracking/).
## Prerequisites
Before you even consider setting up the Wrist Tracking Settings for the SenseGlove Unreal Engine Plugin, please make sure that you have already taken all the necessary steps in the [Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets](../enabling-xr-ext-hand-tracking-vr-headsets/) section for [PCVR](../enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/) or [Standalone](../enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/) modes. Otherwise, there's no guarantee that the plugin can access the location data from the wrist-tracking hardware of your choice. So, as the first troubleshooting measure, we always recommend double-checking the relevant prerequisite guides above.
## Meta Quest 2 Controller
For the Meta Quest 2, whether in PCVR or Standalone mode, the functional wrist-tracking settings looks something like this:
![Setting Up the Wrist Tracking Hardware - Meta Quest 2 Controller](senseglove-wrist-tracking-settings-meta-quest-2-controller-openxr.png "Setting Up the Wrist Tracking Hardware - Meta Quest 2 Controller")
## Meta Quest Pro Controller
For the Meta Quest 3, whether in PCVR or Standalone mode, the functional wrist-tracking settings looks something like this:
![Setting Up the Wrist Tracking Hardware - Meta Quest Pro Controller](senseglove-wrist-tracking-settings-meta-quest-pro-controller-openxr.png "Setting Up the Wrist Tracking Hardware - Meta Quest Pro Controller")
## Meta Quest 3 Controller
For the Meta Quest 3, whether in PCVR or Standalone mode, the functional wrist-tracking settings looks something like this:
![Setting Up the Wrist Tracking Hardware - Meta Quest 3 Controller](senseglove-wrist-tracking-settings-meta-quest-3-controller-openxr.png "Setting Up the Wrist Tracking Hardware - Meta Quest 3 Controller")
## HTC VIVE Tracker
For the HTC VIVE Pro using VIVE Trackers, which only supports the PCVR mode, the functional wrist-tracking settings looks something like this:
![Setting Up the Wrist Tracking Hardware - HTC VIVE Tracker](senseglove-wrist-tracking-settings-htc-vive-tracker-openxrvivetracker.png "Setting Up the Wrist Tracking Hardware - HTC VIVE Tracker")
## HTC VIVE Focus 3 Wrist Tracker
The wrist-tracking settings for the HTC VIVE Focus Vision, VIVE XR Elite, and VIVE Focus 3, when using VIVE Wrist Trackers, will vary depending on the platform and configuration in use.
### PCVR Mode
When running in PCVR mode, the functional wrist-tracking settings looks something like this:
![Setting Up the Wrist Tracking Hardware - HTC VIVE Focus 3 Wrist Tracker (PCVR Mode)](senseglove-wrist-tracking-settings-htc-vive-focus-3-wrist-tracker-openxrvivetracker.png "Setting Up the Wrist Tracking Hardware - HTC VIVE Focus 3 Wrist Tracker (PCVR Mode)")
### Standalone Mode
When running in Standalone mode, the functional wrist-tracking settings looks something like this:
![Setting Up the Wrist Tracking Hardware - HTC VIVE Focus 3 Wrist Tracker (Standalone Mode)](senseglove-wrist-tracking-settings-htc-vive-focus-3-wrist-tracker-openxrvivewristtracker.png "Setting Up the Wrist Tracking Hardware - HTC VIVE Focus 3 Wrist Tracker (Standalone Mode)")
+3 -1
View File
@@ -3,6 +3,8 @@
``` ```
SENSEGLOVE SDK LICENSE SENSEGLOVE SDK LICENSE
Copyright (c) 2020 - 2025 SenseGlove
Purchase of the Product does not entitle you to ownership or a license to any Purchase of the Product does not entitle you to ownership or a license to any
software generated by SenseGlove for use with the Product (the “Software”). software generated by SenseGlove for use with the Product (the “Software”).
To the extent that SenseGlove, in its sole discretion, grants you access to any To the extent that SenseGlove, in its sole discretion, grants you access to any
@@ -29,4 +31,4 @@ conditions as to quality, fitness for purpose, non-infringement, performance or
correspondence with description and we do not offer any warranties or guarantees correspondence with description and we do not offer any warranties or guarantees
in relation to the Software installation, configuration or error/defect in relation to the Software installation, configuration or error/defect
correction. correction.
``` ```
@@ -5,6 +5,8 @@ The SenseGlove Unreal Engine Handbook is licensed under the terms of the CC BY (
``` ```
Attribution 4.0 International Attribution 4.0 International
Copyright (c) 2020 - 2025 SenseGlove
======================================================================= =======================================================================
Creative Commons Corporation ("Creative Commons") is not a law firm and Creative Commons Corporation ("Creative Commons") is not a law firm and
@@ -398,4 +400,4 @@ the avoidance of doubt, this paragraph does not form part of the
public licenses. public licenses.
Creative Commons may be contacted at creativecommons.org. Creative Commons may be contacted at creativecommons.org.
``` ```
@@ -5,7 +5,7 @@ The SenseGlove Unreal Engine Plugin is licensed under the terms of the MIT Licen
``` ```
MIT License MIT License
Copyright (c) 2020 - 2024 SenseGlove Copyright (c) 2020 - 2025 SenseGlove
Permission is hereby granted, free of charge, to any person obtaining a copy Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal of this software and associated documentation files (the "Software"), to deal
@@ -26,4 +26,4 @@ OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE. SOFTWARE.
``` ```
Please note that while the SenseGlove Unreal Engine Plugin is made available under the MIT License, it utilizes a few third-party libraries with permissive free licenses as well, in order to power various components. For a list of these libraries and their own respective open-source licenses take a look at [the third-party licenses](third-party.md), please. Please note that while the SenseGlove Unreal Engine Plugin is made available under the MIT License, it utilizes a few third-party libraries with permissive free licenses as well, in order to power various components. For a list of these libraries and their own respective open-source licenses take a look at [the third-party licenses](third-party.md), please.
@@ -17,16 +17,13 @@ Here are a few important notes to consider:
</div> </div>
> [!CAUTION] > [!CAUTION]
> As noted in the > As of the `v2.1.0` release of the SenseGlove Unreal Engine Plugin, the
> [v2.1.0 release changelog](../../appendix/changelog.html), since this release > `XR_EXT_hand_tracking` OpenXR extension is required for the plugin to
> enabling the Meta XR plugin, —and potentially the VIVE OpenXR plugin— > function. Without this OpenXR extension, the plugin won't output any glove
> alongside the SenseGlove Unreal Engine Plugin in the same project will disrupt > data.
> the OpenXR functionality provided by the SenseGlove Unreal Engine Plugin, > Unreal Engine provides `XR_EXT_hand_tracking` support through the `OpenXR`
> rendering it unusable. > and `OpenXRHandTracking` plugins. However, for this to function on Android
> > in standalone mode in conjunction with other plugins such as `Meta XR` or
> `Although the SenseGlove OpenXR implementation is fully compatible with the IOpenXRHMD interface and the FOpenXRHMD XRTrackingSystem, it is not compatible with the FOculusXRHMD backend provided by the Meta XR plugin. The same issue likely applies to the VIVE OpenXR plugin. So, if these plugins are enabled in your project, the SenseGlove OpenXR will not function as intended, effectively breaking the plugin's functionality. It seems these plugins are necessary in order to make the fallback to the hand-tracking feature work on Android. While we may add support and compatibility with Meta XR and VIVE OpenXR plugins in the future, for the time being, if your project requires these plugins, we advise continuing with the v2.0.x release of the SenseGlove Unreal Engine plugin until this issue is addressed.` > `ViveOpenXR` plugins, or
> > [hand-tracking as a fallback mechanism when no glove data is available](../../plugin-configuration/plugin-settings/tracking/#bfallbacktohandtrackingifnoglovedetected),
> This also means that although the SenseGlove Unreal Engine Plugin is able to > [extra configuration steps and considerations are required](../../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/).
> produce FXRMotionControllerData for SenseGlove devices just fine, the
> hand-tracking on Android won't work. So, the fallback to hand-tracking
> mechanism on Android is broken at the moment.
@@ -0,0 +1,29 @@
# Third-Party Tutorials: Android Standalone Mode Deployment
## Build and Deploy Unreal Engine 5.5 Projects to Android and Meta Quest 2/3 in Standalone Mode
This video will guide you through the process of building and deploying an Unreal Engine 5.5 project (or any version newer than `4.24`) to Android Standalone Mode for Meta Quest 2 and Quest 3 devices. The steps outlined here should also apply to other Android-based VR headsets.
It will show you where and how to download and install the necessary prerequisites, such as the Android SDK, NDK, Java Development Kit (JDK), and Microsoft Visual Studio. Next, it will configure both the development environment and Unreal Engine for a successful build. Finally, it will walk you through deploying your project to your VR headset and troubleshooting common errors to ensure a smooth experience.
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/EClbEbNcl4k" frameborder="0" allowfullscreen></iframe>
</div>
## Unreal Engine OpenXR Hand-Tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) Plugins
The OpenXR hand-tracking provided by Epic won't work out of the box on Android when projects are deployed in standalone mode to HMDs such as Meta Quest or HTC VIVE devices.
In this tutorial you'll learn how to deploy your Unreal Engine projects to Android with functional hand-tracking on the following head-mounted displays:
- Meta Quest 3S
- Meta Quest 3
- Meta Quest Pro
- Meta Quest 2
- HTC VIVE Focus Vision
- HTC VIVE XR Elite
- HTC VIVE Focus 3
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/BWd3MwtfTJE" frameborder="0" allowfullscreen></iframe>
</div>
+1
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@@ -5,6 +5,7 @@
| Handbook Revision | {{ #sg-handbook-revision }} | | Handbook Revision | {{ #sg-handbook-revision }} |
| Handbook Revision URL | [{{ #sg-handbook-revision-url }}]({{ #sg-handbook-revision-url }}) | | Handbook Revision URL | [{{ #sg-handbook-revision-url }}]({{ #sg-handbook-revision-url }}) |
| Handbook PDF URL | [{{ #sg-handbook-pdf-url }}]({{ #sg-handbook-pdf-url }}) | | Handbook PDF URL | [{{ #sg-handbook-pdf-url }}]({{ #sg-handbook-pdf-url }}) |
| Handbook ePub URL | [{{ #sg-handbook-epub-url }}]({{ #sg-handbook-epub-url }}) |
| Git Branch | {{ #sg-git-branch }} | | Git Branch | {{ #sg-git-branch }} |
| Git Tag | {{ #sg-git-tag }} | | Git Tag | {{ #sg-git-tag }} |
| Git Commit | {{ #sg-git-commit }} | | Git Commit | {{ #sg-git-commit }} |
@@ -30,6 +30,167 @@ When streaming from a PC to Meta Quest devices, the default refresh rate is set
![Meta Quest Link - Framerate settings for the Unreal project](project-rendering-settings-framerate.png "Meta Quest Link - Framerate settings for the Unreal project") ![Meta Quest Link - Framerate settings for the Unreal project](project-rendering-settings-framerate.png "Meta Quest Link - Framerate settings for the Unreal project")
## HTC VIVE Specific Optimizations in Standalone Mode
Headsets like the HTC VIVE Focus 3 and Focus Vision have larger framebuffers, higher eye-buffer size, wider fields of view (FOV), and varying refresh rates compared to HMDs like the Meta Quest series. As a result, performance can differ when running the same content across these devices.
### Setting a Custom Pixel Density
If performance on the Focus 3 or Focus Vision is lower than on the Quest, we recommend adjusting the **Pixel Density** to approximately `0.8` (or a value suited to your content). This reduces the eye buffer size, and matches the resolution of Quest 2, hence increasing FPS:
![HTC VIVE Specific Optimizations in Standalone Mode - Setting a custom pixel density](htc-vive-specific-optimizations-standalone-mode-set-pixel-density.png "HTC VIVE Specific Optimizations in Standalone Mode - Setting a custom pixel density")
### Setting a Lower Refresh Rate
The `ViveOpenXR` plugin provides various Blueprint functions to query the supported refresh rates and adjust the current refresh rate according to your needs:
![HTC VIVE Specific Optimizations in Standalone Mode - ViveOpenXR plugin refresh rate Blueprint functions](htc-vive-specific-optimizations-standalone-mode-viveopenxr-refresh-rate-blueprint-functions.png "HTC VIVE Specific Optimizations in Standalone Mode - ViveOpenXR plugin refresh rate Blueprint functions")
But, before you'd be able to make these adjustments you have to enable the relevant settings by navigating to `Edit > Project Settings > Plugins > Vive OpenXR` and ensure the `Enable Display Refresh Rate` option is checked. This option enables the OpenXR extension `XR_FB_display_refresh_rate` support which allows your application to dynamically adjust the display refresh rate in order to improve the overall user experience. Please note that You need to restart the engine to apply new settings after changing this setting.
![HTC VIVE Specific Optimizations in Standalone Mode - Enable Display Refresh Rate Editor Restart Prompt](htc-vive-specific-optimizations-standalone-mode-enable-display-refresh-rate-editor-restart-prompt.png "HTC VIVE Specific Optimizations in Standalone Mode - Enable Display Refresh Rate Editor Restart Prompt")
In order to query all the available display refresh rates use the Blueprint function `Enumerate Display Refresh Rates`:
![HTC VIVE Specific Optimizations in Standalone Mode - Enumerating the available display refresh rates](htc-vive-specific-optimizations-standalone-mode-enumerate-display-refresh-rates.png "HTC VIVE Specific Optimizations in Standalone Mode - Enumerating the available display refresh rates")
At the moment with most devices it returns `75.0` and `90.0` hz values.
To change the current display refresh rate use the Blueprint function `Request Display Refresh Rate`:
![HTC VIVE Specific Optimizations in Standalone Mode - Changing the current display refresh rate](htc-vive-specific-optimizations-standalone-mode-request-display-refresh-rate.png "HTC VIVE Specific Optimizations in Standalone Mode - Changing the current display refresh rate")
To obtain the current display refresh rate use the Blueprint function `Get Display Refresh Rate`:
![HTC VIVE Specific Optimizations in Standalone Mode - Obtaining the current display refresh rate](htc-vive-specific-optimizations-standalone-mode-get-display-refresh-rate.png "HTC VIVE Specific Optimizations in Standalone Mode - Obtaining the current display refresh rate")
If you're looking to squeeze more performance out of your HTC VIVE HMD in standalone mode, consider lowering the target refresh rate from `90hz` to `75hz`. This can help reduce GPU workload and improve overall stability while still maintaining a somewhat smooth experience.
### HTC VIVE Optimal Rendering Settings
As a last resort consider adding the following rendering settings to your project's `DefaultEngine.ini` under the `/Script/Engine.RendererSettings` section and experiment with them until you obtain your desired results:
```ini
[/Script/Engine.RendererSettings]
r.Mobile.DisableVertexFog=True
r.Mobile.AllowDitheredLODTransition=False
r.Mobile.AllowSoftwareOcclusion=False
r.Mobile.VirtualTextures=False
r.DiscardUnusedQuality=False
r.AllowOcclusionQueries=True
r.MinScreenRadiusForLights=0.030000
r.MinScreenRadiusForDepthPrepass=0.030000
r.MinScreenRadiusForCSMDepth=0.010000
r.PrecomputedVisibilityWarning=False
r.TextureStreaming=True
Compat.UseDXT5NormalMaps=False
r.VirtualTextures=False
r.VirtualTexturedLightmaps=False
r.VT.TileSize=128
r.VT.TileBorderSize=4
r.vt.FeedbackFactor=16
r.VT.EnableCompressZlib=True
r.VT.EnableCompressCrunch=False
r.ClearCoatNormal=False
r.ReflectionCaptureResolution=128
r.ReflectionEnvironmentLightmapMixBasedOnRoughness=True
r.ForwardShading=True
r.VertexFoggingForOpaque=True
r.AllowStaticLighting=True
r.NormalMapsForStaticLighting=False
r.GenerateMeshDistanceFields=False
r.DistanceFieldBuild.EightBit=False
r.GenerateLandscapeGIData=False
r.DistanceFieldBuild.Compress=False
r.TessellationAdaptivePixelsPerTriangle=48.000000
r.SeparateTranslucency=True
r.TranslucentSortPolicy=0
TranslucentSortAxis=(X=0.000000,Y=-1.000000,Z=0.000000)
r.CustomDepth=1
r.CustomDepthTemporalAAJitter=True
r.PostProcessing.PropagateAlpha=2
r.DefaultFeature.Bloom=False
r.DefaultFeature.AmbientOcclusion=False
r.DefaultFeature.AmbientOcclusionStaticFraction=True
r.DefaultFeature.AutoExposure=False
r.DefaultFeature.AutoExposure.Method=0
r.DefaultFeature.AutoExposure.Bias=1.000000
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=True
r.EyeAdaptation.EditorOnly=False
r.DefaultFeature.MotionBlur=False
r.DefaultFeature.LensFlare=False
r.TemporalAA.Upsampling=False
r.SSGI.Enable=False
r.AntiAliasingMethod=3
r.DefaultFeature.LightUnits=1
r.DefaultBackBufferPixelFormat=4
r.Shadow.UnbuiltPreviewInGame=True
r.StencilForLODDither=False
r.EarlyZPass=3
r.EarlyZPassOnlyMaterialMasking=False
r.DBuffer=True
r.ClearSceneMethod=1
r.VelocityOutputPass=0
r.Velocity.EnableVertexDeformation=0
r.SelectiveBasePassOutputs=False
bDefaultParticleCutouts=False
fx.GPUSimulationTextureSizeX=1024
fx.GPUSimulationTextureSizeY=1024
r.AllowGlobalClipPlane=False
r.GBufferFormat=1
r.MorphTarget.Mode=True
r.GPUCrashDebugging=False
vr.InstancedStereo=True
r.MobileHDR=False
vr.MobileMultiView=True
r.Mobile.UseHWsRGBEncoding=True
vr.RoundRobinOcclusion=False
vr.ODSCapture=False
r.MeshStreaming=False
r.WireframeCullThreshold=5.000000
r.RayTracing=False
r.RayTracing.UseTextureLod=False
r.SupportStationarySkylight=True
r.SupportLowQualityLightmaps=True
r.SupportPointLightWholeSceneShadows=True
r.SupportAtmosphericFog=True
r.SupportSkyAtmosphere=True
r.SupportSkyAtmosphereAffectsHeightFog=False
r.SkinCache.CompileShaders=False
r.SkinCache.DefaultBehavior=1
r.SkinCache.SceneMemoryLimitInMB=128.000000
r.Mobile.EnableStaticAndCSMShadowReceivers=True
r.Mobile.EnableMovableLightCSMShaderCulling=True
r.Mobile.AllowDistanceFieldShadows=True
r.Mobile.AllowMovableDirectionalLights=True
r.MobileNumDynamicPointLights=4
r.MobileDynamicPointLightsUseStaticBranch=True
r.Mobile.EnableMovableSpotlights=False
r.Mobile.EnableMovableSpotlightsShadow=False
r.GPUSkin.Support16BitBoneIndex=False
r.GPUSkin.Limit2BoneInfluences=False
r.SupportDepthOnlyIndexBuffers=True
r.SupportReversedIndexBuffers=True
r.LightPropagationVolume=False
r.Mobile.AmbientOcclusion=False
r.GPUSkin.UnlimitedBoneInfluences=False
r.GPUSkin.UnlimitedBoneInfluencesThreshold=8
r.Mobile.PlanarReflectionMode=0
bStreamSkeletalMeshLODs=(Default=False,PerPlatform=())
bDiscardSkeletalMeshOptionalLODs=(Default=False,PerPlatform=())
VisualizeCalibrationColorMaterialPath=None
VisualizeCalibrationCustomMaterialPath=None
VisualizeCalibrationGrayscaleMaterialPath=None
r.Mobile.AntiAliasing=3
r.Mobile.FloatPrecisionMode=2
r.OpenGL.ForceDXC=0
r.DynamicGlobalIlluminationMethod=1
r.ReflectionMethod=1
r.Shadow.Virtual.Enable=0
r.Lumen.TranslucencyReflections.FrontLayer.EnableForProject=False
```
## Game User Settings and Engine Scalability Settings ## Game User Settings and Engine Scalability Settings
Unreal Engine offers predefined graphics quality profiles known as Engine Scalability Settings, which can be easily adjusted to optimize performance. These settings can be modified directly within the Unreal Editor through the Settings menu on the toolbar or dynamically at runtime using code. Importantly, these settings are universal, meaning changes made in the Unreal Editor will apply to the game when run in PIE (Play In Editor) mode, and settings adjusted via code will also affect the editor itself. Unreal Engine offers predefined graphics quality profiles known as Engine Scalability Settings, which can be easily adjusted to optimize performance. These settings can be modified directly within the Unreal Editor through the Settings menu on the toolbar or dynamically at runtime using code. Importantly, these settings are universal, meaning changes made in the Unreal Editor will apply to the game when run in PIE (Play In Editor) mode, and settings adjusted via code will also affect the editor itself.
+5
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@@ -16,6 +16,9 @@ This section covers the basics of the SenseGlove Unreal Engine Plugin:
- [Connect to Nova gloves using Command-line](../getting-started/sensecom/gnu-linux/command-line.md) - [Connect to Nova gloves using Command-line](../getting-started/sensecom/gnu-linux/command-line.md)
- [SenseCom on Microsoft Windows](../getting-started/sensecom/microsoft-windows.md) - [SenseCom on Microsoft Windows](../getting-started/sensecom/microsoft-windows.md)
- [Enabling XR_EXT_hand_tracking on VR Headsets](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/) - [Enabling XR_EXT_hand_tracking on VR Headsets](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/)
- [PCVR Mode](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/)
- [Standalone Mode](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/)
- [Third-Party Tutorials](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/third-party-tutorials/)
- [Setup SenseGlove Default Classes](../getting-started/setup-senseglove-default-classes/) - [Setup SenseGlove Default Classes](../getting-started/setup-senseglove-default-classes/)
- [SGPawn](../getting-started/setup-senseglove-default-classes/sgpawn.md) - [SGPawn](../getting-started/setup-senseglove-default-classes/sgpawn.md)
- [SGPlayerController](../getting-started/setup-senseglove-default-classes/sgplayercontroller.md) - [SGPlayerController](../getting-started/setup-senseglove-default-classes/sgplayercontroller.md)
@@ -56,6 +59,7 @@ Toipcs that do not fall under any specific category:
- [SenseGlove Console Commands](../misc/console-commands/) - [SenseGlove Console Commands](../misc/console-commands/)
- [Deploying to Android (Standalone)](../misc/android-standalone-deployment/) - [Deploying to Android (Standalone)](../misc/android-standalone-deployment/)
- [Third-Party Tutorials](../misc/android-standalone-deployment/third-party-tutorials/)
- [Upgrade Guide](../misc/upgrade-guide/) - [Upgrade Guide](../misc/upgrade-guide/)
- [Optimizing for Higher FPS](../misc/optimize-higher-fps/) - [Optimizing for Higher FPS](../misc/optimize-higher-fps/)
@@ -71,6 +75,7 @@ For users familiar with the basics, this section explores advanced features of t
- [Consuming FXRMotionControllerData](../advanced-topics/openxr/consuming-fxrmotioncontrollerdata/) - [Consuming FXRMotionControllerData](../advanced-topics/openxr/consuming-fxrmotioncontrollerdata/)
- [Blueprint](../advanced-topics/openxr/consuming-fxrmotioncontrollerdata/blueprint.md) - [Blueprint](../advanced-topics/openxr/consuming-fxrmotioncontrollerdata/blueprint.md)
- [C++](../advanced-topics/openxr/consuming-fxrmotioncontrollerdata/cpp.md) - [C++](../advanced-topics/openxr/consuming-fxrmotioncontrollerdata/cpp.md)
- [Third-Party Tutorials](../advanced-topics/openxr/third-party-tutorials/)
## 🔌 Low-Level API ## 🔌 Low-Level API
@@ -6,4 +6,33 @@ Provides the tracking settings related to head-mounted displays (HDMs) and their
## ViveHMDDetectionPriority ## ViveHMDDetectionPriority
Determines which VIVE HMD to prioritize for detection, as the current detection mechanism cannot differentiate between the HTC VIVE Focus 3 and the HTC VIVE XR Elite. Determines which VIVE HMD to prioritize for detection, as the current detection mechanism cannot differentiate between HTC VIVE Focus Vision, HTC VIVE XR Elite, and HTC VIVE Focus 3.
The following values are possible:
```cpp
/*
* The HTC VIVE HMD detection priority for HTC devices that we cannot distinguish.
*/
UENUM(BlueprintType)
enum class ESGViveHMDDetectionPriority : uint8
{
/* First try to detect HTC VIVE Focus Vision, then XR Elite, and then Focus 3. */
FocusVision_XRElite_Focus3 UMETA(DisplayName = "Focus Vision (1st), XR Elite (2nd), Focus3 (3rd)"),
/* First try to detect HTC VIVE Focus Vision, then Focus 3, and then XR Elite. */
FocusVision_Focus3_XRElite UMETA(DisplayName = "Focus Vision (1st), Focus3 (2nd), XR Elite (3rd)"),
/* First try to detect HTC VIVE XR Elite, then Focus Vision, and then Focus 3. */
XRElite_FocusVision_Focus3 UMETA(DisplayName = "XR Elite (1st), Focus Vision (2nd), Focus3 (3rd)"),
/* First try to detect HTC VIVE XR Elite, then Focus 3, and then Focus Vision. */
XRElite_Focus3_FocusVision UMETA(DisplayName = "XR Elite (1st), Focus3 (2nd), Focus Vision (3rd)"),
/* First try to detect HTC VIVE Focus 3, then Focus Vision, and then XR Elite. */
Focus3_FocusVision_XRElite UMETA(DisplayName = "Focus3 (1st), Focus Vision (2nd), XR Elite (3rd)"),
/* First try to detect HTC VIVE Focus 3, then XR Elite, and then Focus Vision. */
Focus3_XRElite_FocusVision UMETA(DisplayName = "Focus3 (1st), XR Elite (2nd), Focus Vision (3rd)"),
};
```
@@ -2,11 +2,28 @@
Provides the tracking settings applicable to wrist-tracking hardware. Provides the tracking settings applicable to wrist-tracking hardware.
![The Wrist-tracking Settings](wrist-tracking-settings.png "The Wrist-tracking Settings") ## OpenXRPositionalTrackingProvider
Specifies the type of OpenXR provider to use in order to extract the positional tracking data from the underlying XR system. If set to None, the plugin attempts to set this automatically by considering a combination of approaches including, the current value of `TrackingHardware` specified below, the platform it's targeted at, the available OpenXR plugins, along with HMD auto-detection mechanism to specify a compatible OpenXR tracking provider. Please note that the OpenXR provider depends on the combination of plugins, platform, and the settings you use. For example, it is possible to use a Vive Focus 3 Wrist Tracker on Microsoft Windows along with the Epic `OpenXRViveTracker` plugin and check the option `Emulate VIVE Wrist Tracker as VIVE Tracker` inside the VIVE Business Streaming application's Input settings. In that case, the correct OpenXR positional tracking provider to use would be `OpenXRViveTracker`. However, using the official ViveOpenXR plugin on Android, the correct OpenXR provider would be `OpenXRViveWristTracker`.
> [!CAUTION]
> HMD auto-detection is currently an experimental feature and may fail because
> HMD vendors occasionally change the properties utilized by the plugin for HMD
> detection. If you encounter issues, such as incorrect tracker offsets, it is
> recommended to explicitly specify the tracking hardware.
> [!CAUTION]
> Due to highly experimental nature of the HMD auto-detection feature, the HTC
> VIVE Focus Vision, HTC VIVE Focus 3, and HTC VIVE XR Elite cannot be
> distinguished from each other in the current iteration. However, since the
> tracker devices and offsets for all these headsets are the same, this should
> not affect the performance or any functionality. The order in which the HMD is
> detected can be specified through the
> [HMD-tracker setting `ViveHMDDetectionPriority`](../hmd-tracking.html#vivehmddetectionpriority).
## TrackingHardware ## TrackingHardware
Specifies the type of tracking hardware to use. If set to `None`, the plugin attempts at HMD auto-detection to automatically specify a compatible tracking hardware. If set to `Custom`, aby desired location and rotation can be specified. Specifies the type of tracking hardware to use. If set to `None`, the plugin attempts at HMD auto-detection to automatically specify a compatible tracking hardware. If set to `Custom`, any desired location and rotation can be specified.
At the moment the following hardware are supported: At the moment the following hardware are supported:
@@ -26,10 +43,11 @@ At the moment the following hardware are supported:
> [!CAUTION] > [!CAUTION]
> Due to highly experimental nature of the HMD auto-detection feature, the HTC > Due to highly experimental nature of the HMD auto-detection feature, the HTC
> VIVE Focus 3 and HTC XR Elite cannot be distinguished from each other in the > VIVE Focus Vision, HTC VIVE Focus 3, and HTC VIVE XR Elite cannot be
> current iteration. However, since the tracker devices and offsets for both > distinguished from each other in the current iteration. However, since the
> headsets are the same, this should not affect performance or functionality. > tracker devices and offsets for all these headsets are the same, this should
> The order in which the HMD is detected can be specified through the > not affect the performance or any functionality. The order in which the HMD is
> detected can be specified through the
> [HMD-tracker setting `ViveHMDDetectionPriority`](../hmd-tracking.html#vivehmddetectionpriority). > [HMD-tracker setting `ViveHMDDetectionPriority`](../hmd-tracking.html#vivehmddetectionpriority).
## TrackingHardwareLocationOffsetLeftHand ## TrackingHardwareLocationOffsetLeftHand
@@ -62,7 +80,7 @@ Sets a custom rotation offset for right hand's wrist-tracking hardware.
## LeftHandMotionSource ## LeftHandMotionSource
Determines the motion source for the left hand. For Oculus HMDs, this is usually `Left`, and for VIVE HMDs, it's typically `LeftFoot`. Determines the motion source for the left hand. For Oculus HMDs, this is usually `Left`, and for VIVE HMDs using VIVE Wrist Trackers, [VIVE Business Streaming, and SteamVR](../../../../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/), it's typically `LeftFoot`. For the [`OpenXRVive` plugin on Android Standalone Mode](../../../../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/) using the VIVE Wrist Trackers, this typically is `LeftWristTracker`.
> [!NOTE] > [!NOTE]
> For VIVE devices using SteamVR, the motion source hardware for the left hand > For VIVE devices using SteamVR, the motion source hardware for the left hand
@@ -70,7 +88,7 @@ Determines the motion source for the left hand. For Oculus HMDs, this is usually
## RightHandMotionSource ## RightHandMotionSource
Determines the motion source for the right hand. For Oculus HMDs, this is usually `Right`, and for VIVE HMDs, it's typically `RightFoot`. Determines the motion source for the right hand. For Oculus HMDs, this is usually `Right`, and for VIVE HMDs using VIVE Wrist Trackers, [VIVE Business Streaming, and SteamVR](../../../../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/), it's typically `RightFoot`. For the [`OpenXRVive` plugin on Android Standalone Mode](../../../../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/) using the VIVE Wrist Trackers, this typically is `RightWristTracker`.
> [!NOTE] > [!NOTE]
> For VIVE devices using SteamVR, the motion source hardware for the right hand > For VIVE devices using SteamVR, the motion source hardware for the right hand
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+2 -2
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@@ -124,7 +124,7 @@ Handbook:
Pack: Pack:
Directory: Documentation Directory: Documentation
Epub: false Epub: true
Html: true Html: true
Pdf: true Pdf: true
@@ -212,4 +212,4 @@ Rsync:
DestinationDirectory: DestinationDirectory:
Linux: /tmp/SenseGlove-Unreal/Stage Linux: /tmp/SenseGlove-Unreal/Stage
Windows: "%TEMP%\\SenseGlove-Unreal\\Stage" Windows: "%TEMP%\\SenseGlove-Unreal\\Stage"
+1 -1
View File
@@ -1,7 +1,7 @@
{ {
"FileVersion": 3, "FileVersion": 3,
"Version": 1, "Version": 1,
"VersionName": "2.3.1", "VersionName": "2.4.0",
"FriendlyName": "SenseGlove", "FriendlyName": "SenseGlove",
"Description": "Integrating the SenseGlove haptic controller into Unreal Engine", "Description": "Integrating the SenseGlove haptic controller into Unreal Engine",
"Category": "Virtual Reality", "Category": "Virtual Reality",
+1 -1
View File
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
+1 -1
View File
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -36,6 +36,7 @@
#include "SenseGlove/Components/SGWristTrackerComponent.h" #include "SenseGlove/Components/SGWristTrackerComponent.h"
#include "IXRTrackingSystem.h" #include "IXRTrackingSystem.h"
#include "MotionDelayBuffer.h"
#include "SGDebug/SGDebugGizmo.h" #include "SGDebug/SGDebugGizmo.h"
#include "SGSettings/SGSettings.h" #include "SGSettings/SGSettings.h"
@@ -158,6 +159,7 @@ FSGWristTrackingSettings USGWristTrackerComponent::GetWristTrackingSettings() co
} }
const FSGWristTrackingSettings WristTrackingSettings{ const FSGWristTrackingSettings WristTrackingSettings{
PluginWristTrackingSettings.OpenXRPositionalTrackingProvider,
PluginWristTrackingSettings.TrackingHardware, PluginWristTrackingSettings.TrackingHardware,
PluginWristTrackingSettings.TrackingHardwareLocationOffsetLeftHand, PluginWristTrackingSettings.TrackingHardwareLocationOffsetLeftHand,
PluginWristTrackingSettings.TrackingHardwareLocationOffsetRightHand, PluginWristTrackingSettings.TrackingHardwareLocationOffsetRightHand,
@@ -344,12 +346,17 @@ void USGWristTrackerComponent::FImpl::OverridePluginSettingsPropertyChanged()
void USGWristTrackerComponent::FImpl::UpdateMotionSource() const void USGWristTrackerComponent::FImpl::UpdateMotionSource() const
{ {
if (GEngine) if (!GEngine)
{ {
Owner->SetTrackingSource(Owner->IsRight() return;
? Owner->GetWristTrackingSettings().RightHandMotionSource
: Owner->GetWristTrackingSettings().LeftHandMotionSource);
} }
const FName& TrackingMotionSource{
Owner->IsRight()
? Owner->GetWristTrackingSettings().RightHandMotionSource
: Owner->GetWristTrackingSettings().LeftHandMotionSource
};
Owner->SetTrackingMotionSource(TrackingMotionSource);
} }
void USGWristTrackerComponent::FImpl::UpdateWristTrackingData() const void USGWristTrackerComponent::FImpl::UpdateWristTrackingData() const
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
+1 -1
View File
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
+1 -1
View File
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -76,6 +76,9 @@ void FSenseGloveAndroidModule::OnPostEngineInit() const
const int32 R1 = FSGConnectJNI::Initialize(); const int32 R1 = FSGConnectJNI::Initialize();
const int32 R2 = FSGCoreJNI::Initialize(); const int32 R2 = FSGCoreJNI::Initialize();
SGLOG("FSGConnectJNI::Initialize() return code", R1);
SGLOG("FSGCoreJNI::Initialize() return code", R2);
ensureAlwaysMsgf(R1 == 0, ensureAlwaysMsgf(R1 == 0,
TEXT( TEXT(
"Failed to initialize the SGConnect JNI bridge to SGConnect for Android! Status Code: %d" "Failed to initialize the SGConnect JNI bridge to SGConnect for Android! Status Code: %d"
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal
@@ -7,7 +7,7 @@
* *
* (The MIT License) * (The MIT License)
* *
* Copyright (c) 2020 - 2024 SenseGlove * Copyright (c) 2020 - 2025 SenseGlove
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy * Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal * of this software and associated documentation files (the "Software"), to deal

Some files were not shown because too many files have changed in this diff Show More